Advanced Compositing with Maya and Nuke
Date: 22 April 2011, 12:52
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In this series of lessons, we will be taking you through the process of rendering your Maya scene into multiple passes, and using some advanced techniques for compositing these passes using Nuke. We will dedicate the first portion of this course to using Render Passes in Maya to separate various elements of our scene at render time. We'll use mental ray's render passes, contribution maps, custom framebuffers, and render layers to create the necessary render passes for our scene. In the second portion of this course we will begin with some quick compositing similar to our Multi-Channel Compositing in Nuke course, but we will quickly get into more advanced topics such as Depth-of-Field, Depth-based compositing, working with HDR data, painting fixes and chromatic aberration. Lessons: 1. Introduction and Project Overview 2. Preparing Maya scene for multi-pass rendering 3. Creating Contribution Maps for multi-pass rendering 4. Setting up render passes in mental ray 5. Using Custom Color Buffers to render specialized passes 6. Creating new Render Layers and using Layer Overrides 7. Combining the passes into a single EXR file 8. Using Merges to composite 3D Render Passes 9. Tweaking and Color Correcting various Channels in Nuke 10. Creating a Lightwrap to tie the Foreground to the Background 11. Painting our Alpha Channel to fix issues 12. Setting up a Basic Depth-of-Field effect using the Depth pass 13. Grading the Depth passes to get more DOF 14. Tweaking the Zblur node to get a nice DOF result 15. Adding Depth-of-Field to the background 16. Using the Zslice node to fix alpha issues with the head 17. Using the EdgeBlur and Dilate nodes to Merge the head 18. Using Backdrops to organize our Node Graph 19. Fixing common HDR issues with a Clamp node 20. Adding Chromatic Aberration to our image 21. Making Changes to the final image with color correct nodes 22. Adding and Tweaking Grain for that final level of detail
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