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Rendering the composited images

From: Rendering Interiors in 3ds Max

Video: Rendering the composited images

The final step in our compositing pipeline is to write or render out our images. In the Exercise Files folder, I browsed Nuke recognizes you're trying to put out a TIF file.

Rendering the composited images

The final step in our compositing pipeline is to write or render out our images. Our right node then in nuke tells Nuke where to put the images and what format to record them in. We have different options in here. For example, we may write out a single TIF image to go to print. We may also write out a sequence of images that will import into a non-linear editor such as Adobe Premiere or Apple Final Cut Pro. We can even put out a movie if we need. And it really depends how we write on where it's going.

I'm going to put out a single image and I'll put a right node on to get that started. I'll pick my glow note which is that last in the flow and press W for write. Nuke puts on a write note. And in here we need to specify what kind of file it is and where it's going. I'll click on the Folder icon in the File line and browse out to where I want this image to render to. In the Exercise Files folder, I browsed into the render images folder I've created. I've included the final rendered images from my compositing pipeline here.

So you can see how it looks when it's all done. Once you've browsed into the folder, and designated either as a sequence or a single image, click Save. Then we need to put in the file name. I'll click after the forward slash, after images, and put a name in calling it Lobby Day Nuke. And I'll make this a TIF by putting in .tif. Nuke recognizes you're trying to put out a TIF file. And changes over the options accordingly. If you're rendering out a sequence. For example, the 72 frames of the animated camera.

You need to put in frame padding by putting in pound signs after the name. So if I wanted to render out let's say 100 frames of this, I'd put in pound, pound ,pound. Or even one more to get extra zeros. If you don't, Nuke'll give you an error, saying basically, I rendered out one, now what do you want me to do? How am I supposed to render more? Because it's a single image, I'm going to take out the frame padding and just leave it as Lobby Day Nuke. I'll make this an 8-bit TIF. And we have whatever options available per that format here. Are we dealing in deflating compression, LZW, none and so on? When you're all ready and you've chose a color space and file output, you can click on render.

Because I had set this up and viewed it in 709, I'm going to set my color space to 709 as well. And in here, I'll click render and because it's a single frame, I'll leave the input at 1 to 1. If you're rendering out more frames, make it 1 to 72 for example, and click OK. Nuke rendered out that frame going through each of the nodes and performing that operation and then writing out that final file. I'll open it up and see how it came out. Here's my final image rendered out of Nuke. It's got a nice glow on the concrete stair treads and white wall in the back.

There's a subtle depth of field blur going on on those doors down the hallway. And the back bench as well. I've got a little bit of color correction, deepening that terrazzo. And I can really tell what the different chips are in that matrix. Finally, my ambient occlusion composited over is gently settling down all the details and adding gravity into the can lights and underneath the bench. I can really see the color bounce off that luminous tile wall. And really make out the fine detail in the stair railing. It's an image ready to sell this design.

And a little bit of post here in Nuke really put that final polish on. Remember, we want flexibility out of 3DS Max. The more we can render out possibilities to move things around, the better off we'll be. And so use your object IDs, your material IDs, your ambient inclusion and even your par tee volume passes to give yourself the opportunity to push that final look in a place that's much easier on render time.

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This video is part of

Image for Rendering Interiors in 3ds Max
Rendering Interiors in 3ds Max

42 video lessons · 2126 viewers

Adam Crespi
Author

 
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  1. 3m 54s
    1. Welcome
      46s
    2. What you should know before watching this course
      20s
    3. Using the exercise files
      2m 48s
  2. 43m 2s
    1. Assessing the design possibilities
      3m 53s
    2. Changing the rendering engine
      1m 57s
    3. Creating basic paint sheen and colors
      8m 58s
    4. Adding luster to wood
      7m 43s
    5. Polishing metals and metallic finishes
      9m 16s
    6. Making glass and tile sparkle and shine
      11m 15s
  3. 19m 1s
    1. Creating the Daylight system and positioning the sun
      6m 23s
    2. Softening the sun and shadows
      3m 17s
    3. Adjusting the Photographic Exposure for stylized imagery
      4m 36s
    4. Using global illumination and Final Gather to change the lighting
      4m 45s
  4. 25m 22s
    1. Casting light from interior fixtures
      7m 24s
    2. Lighting from pendant fixtures
      5m 0s
    3. Adjusting the sun for a dusk shot
      2m 23s
    4. Adjusting luminous and lit surfaces
      7m 41s
    5. Fine-tuning Photographic Exposure for dusk
      2m 54s
  5. 13m 23s
    1. Adding the Physical Sky shader and Photographic Exposure
      2m 5s
    2. Creating Sky Portals by direction of light
      3m 39s
    3. Testing the luminance and balancing the lighting
      3m 16s
    4. Adding interior-lighting accents
      4m 23s
  6. 34m 7s
    1. Creating an ambient-occlusion override material
      5m 19s
    2. Creating an ambient-occlusion rendering pass with custom materials
      7m 22s
    3. Lighting a custom specular pass for sparkle
      6m 16s
    4. Setting up custom masks for compositing flexibility
      5m 50s
    5. Fine-tuning Final Gather and lighting
      3m 36s
    6. Caching Final Gather and rendering the image passes
      5m 44s
  7. 31m 33s
    1. Importing the imagery and arranging the layers
      4m 45s
    2. Setting blending modes and adjusting opacity
      4m 49s
    3. Fine-tuning color using rendered masks
      6m 59s
    4. Adding depth of field
      7m 44s
    5. Putting on the final polish with glinting highlights and glow
      3m 28s
    6. Rendering the composited images
      3m 48s
  8. 30m 28s
    1. Importing the imagery and arranging the layers
      3m 48s
    2. Setting blending modes and adjusting opacity
      3m 55s
    3. Fine-tuning color using rendered masks
      7m 10s
    4. Adding depth of field
      5m 44s
    5. Putting on the final polish with glinting highlights and glow
      4m 5s
    6. Rendering the composited animation
      2m 55s
    7. Viewing the final rendered animation
      2m 51s
  9. 43s
    1. Next steps
      43s

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