I received an e-mail from Marcus Lee that answered my beauty pass question:
You mentioned that you don’t use or render a beauty pass. Don’t you have to render the beauty pass to get all the channels (reflection, specular, etc) though? I’ve never used the beauty pass either, but I’ve always rendered it, so that I could also save the channels and then just deleted the beauty pass. Is there a way to avoid doing this?
I’m not using the render channels, (a feature of most renders that will let you output each framebuffer separately.) While this does give you a little bit of control in compositing, I’m building my own custom passes that are designed to work hand-in-hand with how I’m compositing them. In other words, I’m approaching it in terms of “how would I composite this image?” and then figuring out the passes I need in order to do that. However, the render-channels workflow perfectly answers my beauty pass question, its just the opposite way of doing it. You’re thinking “how would I light this image” and then using compositing as a tool to put on the finishing touches. Both are valid, just different.
He also brought up a good question:
Also, why did you do the shadows with 3 passes– shadow, ambient, AO. Wouldn’t it be faster and use less memory to use only the shadow pass to matte a CC effect (ex. hue/saturation) to make the shadow? Then you don’t have to render the ambient or AO pass.
Or if you like the little dirty shadows, you could use a combo of the shadow pass (as described before) and add the AO pass on top. Then you would still be using one less pass and you could still (I think) get the same effect.
Well, as you mentioned I definitely think that the occlusion adds a lot to the image so its definitely worth it.

The short answer is that its all about control. There’s no sense in saving a couple of minutes in render time if it means that you have to combine things that you want individual control over. For example, one important thing to note is that there’s not a blanket pass of occlusion over the whole scene. I only use the occlusion on the shadows because sunlight is so bright that it basically wipes out any effects you’d get from bounced light. Whenever I see occlusion over everything, it just feels very “CG” to me but that’s a matter of personal taste. (I tried to do a mockup of how this would look but how I have my passes set up makes it impossible to do without re-rendering everything)
And finally, the reason I do a separate key pass and ambient pass is that the key pass has a sense of light direction, while the ambient is supposed to be perfectly flat-lit. Notice in these pics how there’s a highlight on the sections that are perpendicular to the sun, while the ambient is perfectly flat.


Hope that helps. Thanks for the e-mail Marcus!