Extract clean Diffuse, Specular, and SSS channels with BPR RenderPass to gain full control in post without re-rendering.
Preparation for clean passes
- Avoid MatCaps when you need separate lighting channels. Use Standard/skin materials so BPR can output true Diffuse and Specular contributions.
- In Render > Render Properties, enable Shadows, AO, and SSS as needed. Use SkinShade4 or another SSS-capable material to generate a meaningful SSS pass.
- Shape highlights with LightCap or standard lights; Specular intensity is material-driven, so set your spec/roughness look here.
- Set Document size to your final resolution; for extra crisp anti-aliasing, render at 2x and downsample later.
Generate the passes
- Press BPR to render. Open Render > RenderPass.
- Export Diffuse, Specular, and SSS. Also grab AO, Shadow, ZDepth, and Mask for robust compositing. Use PSD/PNG for color passes; use 16‑bit PSD/TIFF for ZDepth to avoid banding.
- Name consistently (e.g., proj_v01_diffuse.psd, proj_v01_spec.psd) to keep revisions traceable.
Compositing cheat sheet (Photoshop, After Effects, or Nuke)
- Base: Diffuse (Normal blend, 100%). This is your lit diffuse contribution, not pure albedo.
- Specular: Screen or Linear Dodge (Add), 20–60%. Drive gloss hotspots, mask per material if needed.
- SSS: Screen or Soft Light, 15–50%. Great for skin ear/nose glow; paint a mask to localize.
- AO: Multiply, 30–70%. Tightens creases; avoid over-darkening broad areas.
- Shadows: Multiply, 60–90%. Controls contact strength independently of the base.
- ZDepth: Use for Lens Blur/Depth of Field; invert if your compositor expects white = near.
- Mask: Isolate the model cleanly from background for grading and relighting.
Quality boosters
- Refine BPR Shadows/AO (Rays, Angle, Blur) to reduce noise before export. Higher rays yield smoother results.
- For anti-aliasing, either enable AAHalf or render larger and scale down; this preserves crisp edge transitions between passes.
- Keep BPR Filters off when generating passes; apply look effects in comp to maintain channel purity.
- Work in a linear workflow when possible: keep passes in linear space and apply sRGB only at output.
Albedo vs. Diffuse note
- Need true albedo (unlit color)? Bake Texture From Polypaint or render once with Flat Color material. The BPR Diffuse pass is lighting-aware, which is ideal for relighting blends but not a pure color map.
Pipeline tips
- Batch your exports per lookdev iteration to compare passes A/B in comp.
- Archive the LightCap and materials alongside the passes so rerenders match exactly.
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