FISHING FOR SHARK!
At first I wanted to create a realistic shark coming right off the water. For my color/diffuse pass I decided , I rather go with something that had been struggling in the dirt and blood. I am realizing now that it mgiht not have been the best option LOL
3d multi-pass rendering techniques and colorspace concepts are key to achieving realism , especially with Organic Models and Realistic Skin(ssskin). I had an ungodly amount of passes. Here are a few that were key to achieving the result in my reel.
SPECULAR OR GLOSSY PASS
The Specular/Gloss/Roughness pass was key to achieving a sense of wetness . The shark needed to look like it had been out of the water for only a few hours. Thanks to the power of NUKE, I was able to polish this pass and relatively control it well throughout the entire process.
The AO or Ambient Occlusion pass really helped with those soft /inner shadows on the shark's fine wrinkles. Considering that I was pushing this through Mental Ray (Wow, I can't believe I made it). Generating a descent Vector Displacement Map out of Zbrush, One that would produce all the fine wrinkles and work well with MR SSSKIn was not easy . But hey, the end result is not too shabby.
To Get Motion blur.
Althought I am not quit sure about its proper name, I call it the Mask pass. This little guy helped me out a lot. Especially when I wanted to Isolate specific part of the shark and only apply whatever nodes I wanted without affecting the rest of the comp.
I used the Roto Nodes to achieve many things.I use it to Darkend Area , Mask, Roto, Matte, Replace many aspect of my comp.
Here is an example of the set up.