V-Ray Passes in Nuke

Since there is short of confusion when trying to composite the different V-Ray passes, here, I’ll try to illustrate how to correctly composite the passes in Nuke.

There are 3 main ways to utilize the different V-Ray Passes in Nuke

The simple composite is done with something like this

VRay.Background + VRay.GlobalIllumination + VRay.Lighting + VRay.Refraction + VRay.Reflection + VRay.SelfIllumination + VRay.Specular + VRay.Caustics + VRay.Atmosphere = VRay.Color


 

For a more advanced composition we can use the Raw Passes to control the lighting.

Heres how:

[VRay.DiffuseFilter * (VRay.DiffuseFilter / VRay.GlobalIllumination)] +

[VRay.DiffuseFilter * (VRay.DiffuseFilter / VRay.Lighting)] +


[VRay.ReflectionFilter * (VRay.ReflectionFilter / VRay.Reflection)] +

[VRay.RefractionFilter * (VRay.RefractionFilter / VRay.Refraction)] +

VRay.Caustics + VRay.SelfIllumination + VRay.Specular + VRay.Atmosphere + VRay.Background = VRay.Color

If you also have Ambient Occlusion and Raw Shadows then multiply them on top:

VRay.Color * (inverted VRay.RawShadow) * VRay.AmbientOcclusion

 

Though with this way you may have some lighting and edges issues.

In order to fix them you would need to do the following:

(rgba – VRay.Background – VRay.Specular – VRay.Reflection – VRay.Refraction – VRay.Lighting –  VRay.GlobalIllumination) = Missing Info for light and edge fix +

[VRay.DiffuseFilter * (VRay.DiffuseFilter / VRay.GlobalIllumination)] +

[VRay.DiffuseFilter * (VRay.DiffuseFilter / VRay.Lighting)] +


[VRay.ReflectionFilter * (VRay.ReflectionFilter / VRay.Reflection)] +

[VRay.RefractionFilter * (VRay.RefractionFilter / VRay.Refraction)] +

VRay.Caustics + VRay.SelfIllumination + VRay.Specular + VRay.Atmosphere + VRay.Background

 

All images and projects used in Nuke have been created by Hugo Guerra.

A beautiful and highly explanatory VTO can be found at http://vfxvault.com/tutorials/nuke_cg_pipelines/ along with all the project files and media.

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