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Digital Tutors - Advanced Compositing Workflows with Maya and Toxik
Digital Tutors - Advanced Compositing Workflows with Maya and Toxik
Date: 17 March 2011, 08:20

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Digital Tutors - Advanced Compositing Workflows with Maya and Toxik
English | VP6F 782x646 | MP3 96 Kbps | 661 MB
Genre: eLearning

In this series of lessons, we will learn the process of rendering your Maya scene into multiple passes, and using some advanced techniques for compositing these passes using Toxik.
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 Compositing 3D Renders in Toxik course, but we will quickly get into more advanced topics such as Depth-of-Field, working with HDR, Depth-based compositing and spot paint fixing.
Lesson Outline (26 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. Using a Display Modifier and Proxy Scale to view HDR images
8. Using Blend and Comps to composite 3D Render Passes
9. Color Correcting various passes with the CC_Basics tool
10. Using Streams to composite the ambient occlusion
11. Using the Set Alpha node to Cutout the ant
12. Creating a Lightwrap to tie the Foreground to the Background
13. Using Groups to organize our Schematic window
14. Setting up a Basic Depth-of-Field effect using the Depth pass
15. Adding and Extending an Alpha to fix edge issues
16. Color Correcting the Depth passes to get more DOF
17. Adding Depth-of-Field to the background
18. Fixing common HDR issues with Clamp Color
19. Using the Paint tool to fix issues in the Depth Pass
20. Using an Out of Range node to separate the antennae
21. Using Set Alpha and Comp Alpha to create Color and Depth nodes
22. Compositing the head and body with Control Edge
23. Painting in the Body Leg Color and Depth using Cloning
24. Painting the Antenna to fix color bleeding
25. Adding Radial Aberration to our image
26. Adding and Tweaking Grain for that final level of detail
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