์–ธ๋ฆฌ์–ผ ์—”์ง„์—์„œ ๋ Œ๋” ํŒจ์Šค(Render Passes)๋Š” ์ตœ์ข… ์ด๋ฏธ์ง€๋ฅผ ๊ตฌ์„ฑํ•˜๋Š” ๊ฐœ๋ณ„ ๋ ˆ์ด์–ด๋ฅผ ๋ถ„๋ฆฌํ•˜์—ฌ ์ถœ๋ ฅํ•˜๋Š” ๊ธฐ๋Šฅ์ž…๋‹ˆ๋‹ค. ์ด ๊ธฐ๋Šฅ์€ ์ฃผ๋กœ ํ›„๋ฐ˜ ์ž‘์—…์—์„œ ์ปดํฌ์ง€ํŒ…(Compositing)๊ณผ ์ปฌ๋Ÿฌ ๊ทธ๋ ˆ์ด๋”ฉ์„ ์œ„ํ•ด ์‚ฌ์šฉ๋˜๋ฉฐ, ๊ฐ ์š”์†Œ๋ฅผ ๋…๋ฆฝ์ ์œผ๋กœ ์กฐ์ •ํ•  ์ˆ˜ ์žˆ์–ด ์ž‘์—…์˜ ์œ ์—ฐ์„ฑ์„ ํฌ๊ฒŒ ํ–ฅ์ƒ์‹œํ‚ต๋‹ˆ๋‹ค.

๋ Œ๋” ํŒจ์Šค๋ฅผ ํ™œ์šฉํ•˜๋ฉด ์กฐ๋ช…, ๊ทธ๋ฆผ์ž, ๋ฐ˜์‚ฌ, ๊นŠ์ด(Depth) ๋“ฑ์˜ ์ •๋ณด๋ฅผ ๋ณ„๋„๋กœ ์ถ”์ถœํ•˜์—ฌ Adobe After Effects๋‚˜ Nuke ๊ฐ™์€ ์ปดํฌ์ง€ํŒ… ์†Œํ”„ํŠธ์›จ์–ด์—์„œ ์„ธ๋ฐ€ํ•˜๊ฒŒ ์กฐ์ •ํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

์–ธ๋ฆฌ์–ผ ์—”์ง„์—์„œ๋Š” ์ด ์ž‘์—…์„ ์ฃผ๋กœ **Movie Render Queue(MRQ)**๋ฅผ ํ†ตํ•ด ์ˆ˜ํ–‰ํ•ฉ๋‹ˆ๋‹ค.

โš™๏ธ ํ•„์ˆ˜ PlugIn

MRQ Additional Render Passes โœ… Movie Render Queue โœ…

์–ธ๋ฆฌ์–ผ์—์„œ ์ถ”์ถœ ๊ฐ€๋Šฅํ•œ ํŒจ์Šค ์ข…๋ฅ˜

Stancil Object ID (Cryptomatt) Z-depth Ambient Occulusion Unlit Shadow Detail Lighting Lighting Reflection Motion Vector World Normal World Position

์ปค์Šคํ…€ ํŒจ์Šค๋ฅผ ์œ„ํ•œ Post Process Material ๊ธฐ๋ณธ ์„ค์ •

์ปค์Šคํ…€ ํŒจ์Šค๋ฅผ ๋งŒ๋“ค๊ธฐ ์œ„ํ•œ ๋ฉ”ํ…Œ๋ฆฌ์–ผ ๊ณตํ†ต ์„ค์ • ๋ฐฉ๋ฒ•์ž…๋‹ˆ๋‹ค.

  • ๋ฉ”ํ…Œ๋ฆฌ์–ผ ๋„๋ฉ”์ธ ์„ค์ •

    • ์ƒˆ ๋ฉ”ํ…Œ๋ฆฌ์–ผ์„ ์ƒ์„ฑํ•˜๊ณ  ๋””ํ…Œ์ผ ํŒจ๋„์—์„œ Material Domain์„ Post Process๋กœ ๋ณ€๊ฒฝํ•ฉ๋‹ˆ๋‹ค
  • ๋ธ”๋ Œ๋”๋ธ” ์œ„์น˜ ์„ค์ •

    • Blendable Location์„ Before Tonemapping์œผ๋กœ ์„ค์ •ํ•ฉ๋‹ˆ๋‹ค.
      • ๊ธฐ๋ณธ๊ฐ’์ธ After Tonemapping์€ ํ†ค ๋งคํ•‘ ์ดํ›„ ๋‹จ๊ณ„์—์„œ ์ฒ˜๋ฆฌ๋˜์–ด Post Process Volume์— ์ ์šฉ ์‹œ ํ™”๋ฉด ๋–จ๋ฆผ ํ˜„์ƒ์ด ๋ฐœ์ƒํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.
      • Before Tonemapping์€ ํ†ค ๋งคํ•‘ ์ „ ์„ ํ˜• ์ƒ‰ ๊ณต๊ฐ„์—์„œ ์ž‘์—…ํ•˜๋ฏ€๋กœ ๋” ์ •ํ™•ํ•œ ๊ฒฐ๊ณผ๋ฅผ ์–ป์„ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค
  • Bloom ๋น„ํ™œ์„ฑํ™”

    • Bloom ๊ฐ’์„ 0์œผ๋กœ ์„ค์ •ํ•˜์—ฌ ๋ถˆํ•„์š”ํ•œ ๋น› ๋ฒˆ์ง ํšจ๊ณผ๋ฅผ ์ œ๊ฑฐํ•ฉ๋‹ˆ๋‹ค

Step1. ๋ Œ๋” ํŒจ์Šค ์ข…๋ฅ˜ ๋ฐ ์„ค์ •

Z-depth Pass

๊นŠ์ด ์ •๋ณด๋ฅผ ์ถ”์ถœํ•˜๋Š” ์ปค์Šคํ…€ ํŒจ์Šค์ž…๋‹ˆ๋‹ค.

์ปดํฌ์ง€ํŒ… ๋‹จ๊ณ„์—์„œ DOF(ํ”ผ์‚ฌ๊ณ„ ์‹ฌ๋„)๋‚˜ ์•ˆ๊ฐœ/๋Œ€๊ธฐ์›๊ทผ ํšจ๊ณผ๋ฅผ ์ถ”๊ฐ€ํ•˜๊ฑฐ๋‚˜ ๋…ธ์ด์ฆˆ ์—†๋Š” ๊น”๋”ํ•œ ๋ชจ์…˜ ๋ธ”๋Ÿฌ ํšจ๊ณผ๋ฅผ ๊ตฌํ˜„ํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

Procedural Lighting ์‹œ์Šคํ…œ์„ ์‚ฌ์šฉํ•˜๋Š” ๊ฒฝ์šฐ, ํ•˜๋Š˜ ์˜์—ญ์ด ๋ฐ˜๊ตฌ ํ˜•ํƒœ๋กœ ๋‚˜๋ˆ ์ ธ ๋ Œ๋”๋˜์–ด ๊นŠ์ด๊ฐ’์ด ์˜ฌ๋ฐ”๋ฅด๊ฒŒ ๊ณ„์‚ฐ๋˜์ง€ ์•Š์„ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

๋งˆ์Šคํ‚น ๋ฐ ์˜ค๋ธŒ์ ํŠธ ๋ถ„๋ฆฌ ํŒจ์Šค

์˜ค๋ธŒ์ ํŠธ๋ฅผ ์„ ํƒ์ ์œผ๋กœ ๋ถ„๋ฆฌํ•˜๊ฑฐ๋‚˜ ๋งˆ์Šคํฌ๋ฅผ ์ƒ์„ฑํ•˜๋Š” ํŒจ์Šค๋“ค์ž…๋‹ˆ๋‹ค.

๊ณตํ†ต ํ•„์ˆ˜ ์„ค์ •

Project Settings โ†’ Rendering โ†’ Custom Depth-Stencil Pass - Enabled with Stencil๋กœ ๋ณ€๊ฒฝ.

์˜ต์…˜ 1: Alpha Pass (๋‹จ์ผ ์˜ค๋ธŒ์ ํŠธ)

ํ•œ๋‘ ๊ฐœ ์˜ค๋ธŒ์ ํŠธ๋งŒ ๋น ๋ฅด๊ฒŒ ๋งˆ์Šคํฌ๋กœ ๋ฝ‘์„ ๋•Œ ์ ํ•ฉํ•ฉ๋‹ˆ๋‹ค.

Material

Scene Texture ๋…ธ๋“œ๋Š” ํ˜„์žฌ ๋ Œ๋”๋ง๋œ ์žฅ๋ฉด์˜ ๋‹ค์–‘ํ•œ ๋ฒ„ํผ ์ •๋ณด(์ƒ‰์ƒ, ๊นŠ์ด, ๋…ธ๋ฉ€ ๋“ฑ)์— ์ ‘๊ทผํ•  ์ˆ˜ ์žˆ๊ฒŒ ํ•ด์ฃผ๋Š” ํฌ์ŠคํŠธ ํ”„๋กœ์„ธ์Šค ์ „์šฉ ๋…ธ๋“œ์ž…๋‹ˆ๋‹ค.

Asset Setting

๋งˆ์Šคํ‚นํ•  ์˜ค๋ธŒ์ ํŠธ๋ฅผ ์„ ํƒํ•˜๊ณ  ๋‹ค์Œ๊ณผ ๊ฐ™์ด ์„ค์ •ํ•ฉ๋‹ˆ๋‹ค.

  • Render CustomDepth Pass ํ™œ์„ฑํ™” โœ…
  • Custom Depth Stencil Value ์„ค์ • ์ง€์ • - 0 or 1

ํด๋ฆฌ์ง€ ์•กํ„ฐ๋Š” Foliage Mode์—์„œ ์„ ํƒํ•œ ํด๋ฆฌ์ง€ ํƒ€์ž…์˜ ์„ค์ •์—์„œ Custom Depth ์˜ต์…˜์„ ํ™œ์„ฑํ™”ํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

Nanite ๋ฉ”์‹œ์˜ Custom Depth ์ง€์› ์—ฌ๋ถ€๋Š” ์—”์ง„ ๋ฒ„์ „์— ๋”ฐ๋ผ ๋‹ฌ๋ผ์งˆ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

๋ฌธ์ œ๊ฐ€ ์ƒ๊ธฐ๋ฉด โ€œํ•ด๋‹น ์˜ค๋ธŒ์ ํŠธ๋งŒ Nanite ๋น„ํ™œ์„ฑํ™”โ€ ๋˜๋Š” โ€œStencil Layers ๋ฐฉ์‹์œผ๋กœ ๋ถ„๋ฆฌโ€ ํ•˜๋Š” ๋Œ€์•ˆ์ด ์žˆ์Šต๋‹ˆ๋‹ค.

์˜ต์…˜ 2: RGB Split Pass (3๊ฐœ ๊ทธ๋ฃน์œผ๋กœ ๋งˆ์Šคํ‚น)

ํ•˜๋‚˜์˜ ํŒจ์Šค๋กœ ์„ธ ๊ฐ€์ง€ ๋งˆ์Šคํฌ๋ฅผ ๋™์‹œ์— ์ถ”์ถœํ•˜๋Š” ํšจ์œจ์ ์ธ ๋ฐฉ๋ฒ•์ž…๋‹ˆ๋‹ค. RGB ๊ฐ ์ฑ„๋„์— ์„œ๋กœ ๋‹ค๋ฅธ ์˜ค๋ธŒ์ ํŠธ ๊ทธ๋ฃน์„ ํ• ๋‹นํ•˜์—ฌ ์ปดํฌ์ง€ํŒ… ๋‹จ๊ณ„์—์„œ ์ฑ„๋„ ๋ณ„๋กœ ๋ถ„๋ฆฌํ•˜์—ฌ ํ™œ์šฉํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

์˜ˆ๋ฅผ ๋“ค์–ด, R ์ฑ„๋„์—๋Š” ์บ๋ฆญํ„ฐ, G ์ฑ„๋„์—๋Š” ๋ฐฐ๊ฒฝ ์˜ค๋ธŒ์ ํŠธ, B ์ฑ„๋„์—๋Š” ์ดํŽ™ํŠธ ์š”์†Œ๋ฅผ ํ• ๋‹นํ•˜๋Š” ์‹์œผ๋กœ ๊ตฌ์„ฑํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

ํ•ฉ์„ฑ ํŒ

After Effects์—์„œ๋Š” Shift Channels ๋˜๋Š” ์ฑ„๋„ ๋ถ„๋ฆฌ ๋ฐฉ์‹์œผ๋กœ R/G/B๋ฅผ ๊ฐ๊ฐ ๋งˆ์Šคํฌ๋กœ ์‚ฌ์šฉํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

์˜ต์…˜ 3: Stencil Layers (๋ ˆ์ด์–ด ๊ธฐ๋ฐ˜)

์„ ํƒํ•œ ๋ ˆ์ด์–ด ๊ทธ๋ฃน๋งŒ ๋ถ„๋ฆฌํ•ด์„œ ๋ Œ๋”๋งํ•˜๋Š” ๋ฐฉ๋ฒ•์ž…๋‹ˆ๋‹ค.

์„ค์ • ๋ฐฉ๋ฒ•

1๏ธโƒฃ ๋ ˆ์ด์–ด ์ƒ์„ฑ Outliner์—์„œ ์˜ค๋ธŒ์ ํŠธ๋ฅผ ์„ ํƒํ•˜๊ณ  ์šฐํด๋ฆญ โ†’ Layer โ†’ Add Selected Actors to New Layer

2๏ธโƒฃ Movie Render Queue ์„ค์ •

  • Deferred Rendering ํƒญ
    • Accumulator Includes Alpha ํ™œ์„ฑํ™” โœ…
    • Actor Layer ์ตœ์†Œ 2๊ฐœ ์ด์ƒ ์—˜๋ฆฌ๋จผํŠธ ์ถ”๊ฐ€ (Index 1๋ฒˆ์œผ๋กœ ๋“ฑ๋กํ•œ ๋ ˆ์ด์–ด๊ฐ€ ์ตœ์ข…์ ์œผ๋กœ ์ถœ๋ ฅ๋จ)
  • OpenColorIO ์„ค์ •
    • OCIO๋ฅผ ์‚ฌ์šฉํ•˜์ง€ ์•Š์œผ๋ฉด Tone Curve๋ฅผ ๋น„ํ™œ์„ฑํ™”ํ•˜๋Š” ํŽธ์ด ์•ˆ์ „ํ•ฉ๋‹ˆ๋‹ค.
    • Tone Curve๊ฐ€ ์ผœ์ง„ ์ƒํƒœ์—์„œ ์•ŒํŒŒ ๊ฒฝ๊ณ„๊ฐ€ ๋ณ€ํ˜•๋˜์–ด ์—ฃ์ง€์— ํ• ๋กœ(halo)๊ฐ€ ์ƒ๊ธฐ๋Š” ๊ฒฝ์šฐ๊ฐ€ ์žˆ์Šต๋‹ˆ๋‹ค.

์˜ต์…˜ 4: Cryptomatte (Object ID)

๊ฐ๊ฐ์˜ ์˜ค๋ธŒ์ ํŠธ๋ฅผ ๊ณ ์œ  ID Type์œผ๋กœ ๋ถ„๋ฆฌํ•˜์—ฌ ์ปดํฌ์ง€ํŒ… ๋‹จ๊ณ„์—์„œ ์”ฌ์— ๋ฐฐ์น˜๋œ ์˜ค๋ธŒ์ ํŠธ๋ฅผ ์ •๋ฐ€ํ•˜๊ฒŒ ์„ ํƒํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

Movie Render Queue Setting

Deferred Rendering Disable Multisample Effects ํ™œ์„ฑํ™”โœ… (์•ˆํ‹ฐ์•จ๋ฆฌ์–ด์‹ฑ์œผ๋กœ ์ธํ•œ ID ๊ฒฝ๊ณ„ ํ๋ฆผ ๋ฐฉ์ง€)

Output Format ํŒŒ์ผ ํ˜•์‹: EXR ์••์ถ•: PIZ ์ด์ƒ

VDB์˜ IDํ• ๋‹น์€ 5.5 ์ด์ƒ ๋ฒ„์ „์—์„œ ์ง€์›ํ•ฉ๋‹ˆ๋‹ค.


์กฐ๋ช… ๋ฐ ์…ฐ์ด๋”ฉ ํŒจ์Šค

๋‹ค์–‘ํ•œ ์กฐ๋ช… ๋ฐ ๋ Œ๋”๋ง ์š”์†Œ๋ฅผ ๊ฐœ๋ณ„ ํŒจ์Šค๋กœ ๋ถ„๋ฆฌํ•ฉ๋‹ˆ๋‹ค.

Lighting

์ „์ฒด ์กฐ๋ช… ์ •๋ณด๊ฐ€ ํฌํ•จ๋œ ํŒจ์Šค๋กœ ๋ฌด๋น„๋žœ๋”ํ์—์„œ ์ง€์›ํ•ฉ๋‹ˆ๋‹ค.

Detail Lighting

์„ธ๋ฐ€ํ•œ ์กฐ๋ช… ๋””ํ…Œ์ผ๋งŒ ๋ถ„๋ฆฌ๋œ ํŒจ์Šค๋กœ ๋ฌด๋น„๋žœ๋”ํ์—์„œ ์ง€์›ํ•ฉ๋‹ˆ๋‹ค.

Reflection

๋ฐ˜์‚ฌ ์ •๋ณด๋งŒ ์ถ”์ถœํ•œ ํŒจ์Šค๋กœ ๋ฌด๋น„๋žœ๋”ํ์—์„œ ์ง€์›ํ•ฉ๋‹ˆ๋‹ค.

Unlit

์กฐ๋ช…์ด ์ ์šฉ๋˜์ง€ ์•Š์€ Base Color ํŒจ์Šค๋กœ ๋ฌด๋น„๋žœ๋”ํ์—์„œ ์ง€์›ํ•ฉ๋‹ˆ๋‹ค.

World Normal

ํ‘œ๋ฉด ๋ฒ•์„  ๋ฐฉํ–ฅ์„ RGB ์ปฌ๋Ÿฌ๋กœ ํ‘œํ˜„ํ•œ ํŒจ์Šค๋กœ ์–ธ๋ฆฌ์–ผ ์—”์ง„์—์„œ ์ปค์Šคํ…€ํŒจ์Šค ๋ฉ”ํ…Œ๋ฆฌ์–ผ์„ ์ง€์›ํ•ฉ๋‹ˆ๋‹ค.

๊ทธ๋ฆผ์ž ํŒจ์Šค

Shadow Catcher

์‹ค์‚ฌ ๋ฐฐ๊ฒฝ์— CG ์˜ค๋ธŒ์ ํŠธ๋ฅผ ํ•ฉ์„ฑํ•  ๋•Œ ๊ทธ๋ฆผ์ž๋งŒ ์ถ”์ถœํ•˜๋Š” ํŒจ์Šค์ž…๋‹ˆ๋‹ค. VFX ์ž‘์—…์—์„œ ๋งค์šฐ ์œ ์šฉํ•ฉ๋‹ˆ๋‹ค.

์ฐธ๊ณ  ์˜์ƒ: Unreal Engine Shadow Catcher

์˜ค๋ธŒ์ ํŠธ ์„ค์ • ๋ฐฉ๋ฒ•

Shadow Catcher๋กœ ์‚ฌ์šฉํ•  ์˜ค๋ธŒ์ ํŠธ๋ฅผ ์„ ํƒํ•˜๊ณ 

๋ฐฉ๋ฒ• 1:

  • Rendering > Visible ์˜ต์…˜ ๋น„ํ™œ์„ฑํ™”
  • Rendering > Hidden Shadow ์˜ต์…˜ ํ™œ์„ฑํ™”

๋ฐฉ๋ฒ• 2:

  • Movie Render Queue์˜ Deferred Rendering ์„ค์ •์—์„œ ํ•ด๋‹น ์˜ค๋ธŒ์ ํŠธ๋งŒ ๋ณ„๋„ ๋ ˆ์ด์–ด๋กœ ๋ถ„๋ฆฌ

Movie Render Queue ์ตœ์ข… ์•„์›ƒํ’‹ ์„ค์ •

๋ฉ€ํ‹ฐ ํŒจ์Šค ์ถœ๋ ฅ

๋ณต์žกํ•œ ์‹œ๋ฎฌ๋ ˆ์ด์…˜(Niagara, Chaos ๋“ฑ)์ด ํฌํ•จ๋œ ์”ฌ์—์„œ๋Š” ์—ฌ๋Ÿฌ ๋ฒˆ ๋ Œ๋”๋งํ•˜๋ฉด ์ตœ์ข… ์ถœ๋ ฅ ์ด๋ฏธ์ง€์˜ ํ”„๋ ˆ์ž„ ๊ฐ„ ๋ฏธ์„ธํ•œ ์ฐจ์ด๊ฐ€ ๋ฐœ์ƒํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค. ์ด๋ฅผ ๋ฐฉ์ง€ํ•˜๊ธฐ ์œ„ํ•ด ๋ชจ๋“  ํŒจ์Šค๋ฅผ ํ•œ ๋ฒˆ์— ์ถœ๋ ฅํ•˜๋Š” ๋ฐฉ๋ฒ•์„ ๋‹ค๋ฃน๋‹ˆ๋‹ค.

์„ค์ • ๋ฐฉ๋ฒ•

Movie Render Queue โ†’ Deferred Rendering ์„น์…˜์—์„œ Additional Post Process Material ์Šฌ๋กฏ์„ ์ถ”๊ฐ€ํ•ด์„œ ํ•„์š”ํ•œ ๋ชจ๋“  ํฌ์ŠคํŠธ ํ”„๋กœ์„ธ์Šค ๋จธํ‹ฐ๋ฆฌ์–ผ์„ ์ฐจ๋ก€๋Œ€๋กœ ์„ค์ •ํ•ฉ๋‹ˆ๋‹ค.

์ด๋ ‡๊ฒŒ ์„ค์ •ํ•˜๋ฉด ์„ธ๊ฐ€์ง€ ์ด์ ์„ ์–ป์„ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

  • ๋ชจ๋“  ํŒจ์Šค๊ฐ€ ๋™์ผํ•œ ํ”„๋ ˆ์ž„ ์ƒํƒœ์—์„œ ๋ Œ๋”๋ง๋ฉ๋‹ˆ๋‹ค.
  • ์‹œ๋ฎฌ๋ ˆ์ด์…˜ ์บ์‹œ๊ฐ€ ์ผ๊ด€๋˜๊ฒŒ ์œ ์ง€๋ฉ๋‹ˆ๋‹ค.
  • ๋ Œ๋”๋ง ์‹œ๊ฐ„์ด ํšจ์œจ์ ์œผ๋กœ ๊ด€๋ฆฌ๋ฉ๋‹ˆ๋‹ค.

After Effects์—์„œ ํŒจ์Šค ํ™œ์šฉํ•˜๊ธฐ

Z-depth Pass ํ™œ์šฉ

1๏ธโƒฃ ๋ ˆ์ด์–ด ํŒจ๋„์—์„œ ๋ Œ๋”๋ง๋œ ๊นŠ์ด ํŒจ์Šค๋ฅผ ์„ ํƒํ•ฉ๋‹ˆ๋‹ค. 2๏ธโƒฃ Black Point์™€ White Point ๊ฐ’์„ ์กฐ์ •ํ•˜์—ฌ ๊นŠ์ด๊ฐ์˜ ๋ฒ”์œ„๋ฅผ ์„ค์ •ํ•ฉ๋‹ˆ๋‹ค.

Tip

Camera Lens Blur ๋˜๋Š” CC DOF ์ดํŽ™ํŠธ๋ฅผ ์ ์šฉํ•˜์—ฌ ํ”ผ์‚ฌ๊ณ„ ์‹ฌ๋„ ํšจ๊ณผ๋ฅผ ๋งŒ๋“ญ๋‹ˆ๋‹ค

DOF

Cryptomatte (Object ID) ํ™œ์šฉ

  1. Effect โ†’ Keying โ†’ Cryptomatte ์ ์šฉ
  2. Shift + ์ขŒํด๋ฆญ์œผ๋กœ ์˜ค๋ธŒ์ ํŠธ ID ์„ ํƒ
  3. ์„ ํƒ๋œ ์˜ค๋ธŒ์ ํŠธ์˜ ๋งคํŠธ(matte)๊ฐ€ ์ž๋™ ์ƒ์„ฑ๋ฉ๋‹ˆ๋‹ค.

๋งคํŠธ ์ •๋ฆฌ (Matte Cleanup)

๊น”๋”ํ•˜๊ฒŒ ๋งˆ์Šคํฌ์˜ ์—ฃ์ง€๋ฅผ ๋‹ค๋“ฌ๋Š” ํ‚ค ํด๋ฆฌ๋„ˆ ๋ฐฉ๋ฒ•์€ ๋‘๊ฐ€์ง€๊ฐ€ ์žˆ์Šต๋‹ˆ๋‹ค.

๋ฐฉ๋ฒ•1. After effect โ†’ effect โ†’ Refine Soft matte์—์„œ Additional Edge Radius ๊ฐ’ ์กฐ์ •

๋ฐฉ๋ฒ•2. After effect โ†’ effect โ†’ Roughen Edges โ†’ Edge Sharpness ๊ฐ’ ์กฐ์ •


์ฐธ๊ณ ์ž๋ฃŒ