![]() ![]() Now we'll jump back up to the save settings and we're going to use a similar path for our multi-pass image. We're going to need to render traditional multi-pass here as well so I'm going to go ahead and activate the multi-pass and we're going to go ahead and add the diffuse, specular, shadow, reflection and global illumination channels. And we're going to go ahead and name them with the take name as well as the project name separated by an underscore. In the save settings, we'll go ahead and use tokens to save these files into a render subdirectory. But first let's go ahead and rename our main render setting "Beauty." And our output settings are already set with the proper resolution and we want to go ahead and render all frames. And this allows us to take advantage of Cinema 4D's child render settings. Rather than create overrides for each individual render parameter, you create a complete render setting for each take. So now, let's set our render settings for each take. And if we switch back into the object manager, you'll see that there's a placeholder tag here to indicate that each of those objects has a compositing tag applied through the override group. Now we just need to go grab the skateboards from our object manager and drag them into the take manager and over the hidden override group. ![]() And again we'll just select the tag and now we can disable the scene by camera option for this override group. So we need a compositing tag and because this group will contain all the objects that are hidden in the shadow pass we'll double click and rename this override group "Hidden." To edit the properties of this tag, we need to show the take manager's dedicated attributes by clicking this button here. An override group makes it easy to treat a bunch of different objects in different parts of the hierarchy in the exact same way using tags like the compositing tag, sketch tag or even tags registered by third party render engines. The next step is changing the visibility of the skateboards and rather than create compositing tags for each individual skateboard, we're going to use an override group. Now you can see that on the right hand side of the take manager here we have an override created for the compositing tag that sets the scene by camera attribute to true. An even easier option is to enable the auto takes mode, which works much like auto key framing to automatically create an override any time we change an attribute. To create an override we can choose Override from the attribute manager's context menu. You can override any attribute to change its value or animation for a specific take. We need to create what's called an override within this take for the scene by camera option. ![]() Now you'll notice that with this take active all of our attributes are now grayed out. Or we can check the take name that's specified in the Cinema 4D title bar. So we'll go into the take manager and create a new take and we're going to name this "Shadow." We want to make sure the shadow take is active and we can do that with the indicator to the left of the take name. For the shadow catcher pass, they need to be visible. In our beauty pass, we want these stairs to not be seen by the camera. For that pass to work, the skateboards need to be hidden and the stairs visible while our beauty pass works the other way around. In this case, we need a separate shadow catcher pass that can be laid on top of the original plate so that the shadows fall properly over the contour of the stairs. Let's take a look at how to set up Render Layers in Cinema 4D's new take system. Render Layers is a key workflow that lets you manage multiple versions of your scene to render passes that aren't possible through the normal multi-pass system because objects or textures need to change.
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