Instead of editing the main shader graph every time you want a small lighting adjustment, create a material instance. That gives you direct control over parameters like brightness, metallic, specular, roughness, and normal strength without rebuilding the graph.
Why material instances help
This is where the workflow becomes much more practical. You are no longer stuck with a single baked look. You can tune how the subject reacts in different scenes, under different lights, and for different artistic goals.
Place the subject into a scene
With the material set up, the processed footage can be dropped into an environment and relit right away. The generated passes help the subject respond more naturally to scene lighting, which makes integration feel more believable than simply placing flat footage on a card and hoping it matches.
That is the real value here. The workflow gives you a bridge between filmed material and interactive lighting control.

What to keep in mind
VFX Passes provides a strong foundation for relighting and compositing, but some passes are more stable than others. The normal output is the main strength of the tool, while albedo and specular may still need cleanup or smoothing depending on the shot.
Where this workflow fits best
This kind of setup is useful when you want to:
- relight filmed subjects in Unreal Engine
- add more depth to compositing in After Effects
- use AI-generated normal and depth information in Blender
- blend live-action elements into stylized or CG-driven scenes
- experiment with real-time lighting control on footage
It is a practical shortcut for artists who want more lighting flexibility without building every shot from scratch in full 3D.
Final thoughts
VFX Passes takes standard footage and turns it into a set of workable render passes that open up far more creative control. From installation to export to Unreal material setup, the workflow is built to get you from source footage to relight-ready assets quickly.
If the goal is to generate albedo, normal, specular, and depth passes for scene relighting, this gives you a clean starting point with direct applications in Unreal Engine, Blender, and After Effects.
