Creating useful lighting passes for paint-over
Set up and export 3D lighting passes that provide a clean, adjustable base for paint-over work.
What it is
Use 3D lighting to create a base for painting. Decide which passes you need, such as a grayscale form render, shadow pass, or specular and highlight pass for materials.
Build a simple scene with neutral materials, limited post effects, and separated elements. Export passes such as diffuse light, shadows, reflections, ID masks, and depth when needed.
Set the resolution, camera, and render quality for crisp, manageable files. Keep noise, strong contrast, and baked-in color casts low. Name and organize passes for use in your painting file.
Why it matters
Useful passes preserve adjustable form, value, and material information for paint-over work. Weak passes can introduce baked-in effects, muddy values, noisy edges, or missing information that requires manual correction.
You can check it when
- ✓List the passes a task needs, such as diffuse, shadows, ID, or depth, and produce only those passes.
- ✓Import the main lighting pass into a painting file and use it as a base with clear form and value structure.
- ✓Check that edges and shadows remain clean, with low noise and few artifacts.
- ✓Rebuild the paint-over stack from named and grouped files and layers without guessing their contents.
Related skills
- Paint-over (break CG uniformity, redesign forms, correct materials and lighting)
- Refine in 3D (adjust proportions/design, establish lighting, render base)
- Render passes (depth, normal, shadow, object masks)
- Exporting renders cleanly into Photoshop
- Layer system (layers, groups, clipping masks, layer masks, blend modes)
- Finish as a unified painting rather than a rendered screenshot
- Organizing values before rendering