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Introducing render passes


Lighting and Rendering with mental ray in Maya

with Eric Keller

Video: Introducing render passes

Introducing render passes provides you with in-depth training on 3D + Animation. Taught by Eric Keller as part of the Lighting and Rendering with mental ray in Maya
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  1. 3m 46s
    1. Welcome
      1m 32s
    2. Using the exercise files
      2m 14s
  2. 19m 8s
    1. What is a CG light?
      1m 22s
    2. Types of CG lights
      10m 55s
    3. Direct lighting
      4m 48s
    4. Indirect lighting
      2m 3s
  3. 53m 20s
    1. Decay rate
      6m 30s
    2. Previewing lighting and shadows
      2m 37s
    3. Creating depth map shadows
      1m 57s
    4. Troubleshooting depth map shadows
      2m 38s
    5. Shadow map overrides
      5m 30s
    6. Using the shadow map camera
      5m 31s
    7. Saving and reusing shadow maps
      2m 48s
    8. Creating raytraced shadows
      1m 56s
    9. Adding softness to raytraced shadows
      3m 42s
    10. Creating area light shadows
      5m 11s
    11. Sample: mental ray area light
      4m 23s
    12. Setting area light visibility
      8m 7s
    13. Creating soft shadows with spot lights
      2m 30s
  4. 43m 35s
    1. Setting global illumination for interiors
      2m 33s
    2. Tuning global illumination
      5m 56s
    3. Global illumination photons
      1m 12s
    4. Activating caustic light effects
      3m 28s
    5. Tuning caustic settings
      3m 35s
    6. Setting caustic light effects on metal
      2m 35s
    7. Using final gathering for indirect lighting
      2m 9s
    8. Tuning final gathering
      4m 2s
    9. Reusing final gathering maps
      3m 21s
    10. Adding light with shaders
      5m 27s
    11. Creating final gathering maps for animation
      4m 26s
    12. Combining final gathering with global illumination
      4m 51s
  5. 1h 2m
    1. Activating the Physical Sun and Sky network
      2m 33s
    2. Tuning the Physical Sun and Sky settings
      7m 18s
    3. Applying physical light shaders
      8m 54s
    4. Applying image-based lighting
      8m 57s
    5. Tone mapping
      6m 23s
    6. Applying portal light shaders
      7m 45s
    7. Creating light beams with participating media
      10m 9s
    8. Adding depth of field with the Bokeh lens shader
      10m 39s
  6. 48m 21s
    1. Introducing render layers
      6m 13s
    2. Creating render layers
      4m 28s
    3. Splitting a scene into render layers
      15m 36s
    4. Applying render layer presets
      7m 47s
    5. Setting render layer overrides
      7m 7s
    6. Creating render layer composites
      3m 52s
    7. Organizing renders with tokens
      3m 18s
  7. 42m 24s
    1. Introducing render passes
      2m 56s
    2. Comparing render passes and render layers
      6m 44s
    3. Editing render passes
      10m 41s
    4. Using appropriate materials
      5m 51s
    5. Batch-rendering passes
      5m 56s
    6. Compositing in After Effects
      6m 41s
    7. Rendering the EXR image format
      3m 35s
  8. 23m 3s
    1. Anti-Aliasing Quality
      6m 44s
    2. Setting color profiles
      2m 53s
    3. Diagnosing raytracing
      5m 7s
    4. Adjusting motion blur
      6m 57s
    5. Finding mental ray help
      1m 22s
  9. 21s
    1. Goodbye

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Watch the Online Video Course Lighting and Rendering with mental ray in Maya
Video Duration: 2m 56s4h 56m Intermediate Jul 22, 2010

Viewers: in countries Watching now:

View Course Description

Lighting and Rendering with mental ray in Maya with Eric Keller shows how to master practical mental ray techniques for rendering models created in Maya. This course walks through the most efficient and innovative mental ray techniques, including direct versus indirect lighting methods, creating different types of shadows, using the new ShadowMap camera, and reusing shadow and final gathering maps. A chapter on optimizing render times and enhancing render quality is also included. Exercise files are included with the course.

Topics include:
  • Understanding computer-generated lighting
  • Creating depth map and ray traced shadows
  • Softening and shaping shadows
  • Working with global illumination
  • Lighting with the caustic settings
  • Applying physical and portal shaders
  • Adding depth of field with the Bokeh shader
  • Splitting a scene into render layers
  • Comparing render passes and render layers
3D + Animation Photography
Eric Keller

Introducing render passes

Render passes are way to separate the different parts of a rendered image so that they can be easily composited in another compositing program, such as Adobe Photoshop or Adobe After Effects. I want to demonstrate quickly how you can add render passes to a scene. In this scene, I have my Frankensteins master toy, and it's just got some very simple lighting: a directional light, a spot light with shadows, and some final gathering just to add some bounce light effects. I currently only have the default masterlayer in the scene.

It's the only render layer that exists. So, I am going to add some render passes to this layer. In Render Layer Editor, under the Render tab, I will right-click and do Add New Render Pass, and I'll start by adding a Specular pass, and I'll do another simple one, and I'll do Shadow pass. So, let's just start with those two, and I'll click in here and create a render. So, here is our rendered image, but where are our rendered passes? You'll have to open them up by going to the File menu of the Render view and choose Load Render Pass, and I'll start by loading the Shadow pass.

This is going to open up the second application called imf_disp. If you're using the Macintosh, you might find imf_disp is in the dock, but it might actually be behind Maya. So, just go down to the dock, and click on the icon to bring up imf_disp. But we can see right here we just have our basic shadow, and this is inverted. So, if you bring this in your compositing program, you just want to invert the image, and you have a nice, dark shadow, and composite that on top of the other images. I am going to open up Specular Pass, so I'll just go Load Render Pass > Specular, and now we can see the specular highlights.

And the way that render passes work is essentially - as mental ray is rendering image it uses what's known as a render buffer. So, while it's rendering the image, it's storing the data in a buffer. This is something that you don't see when you're rendering. It's something that's going on behind the scenes. Then what happens is that after it has stored all this information in the buffer, it extracts that information into your image file. So, the render buffer is going to render in the native Maya if format. Then if you tell the Renderer to use TIF, or Targa, or SGI, at the end of the rendering process, it will convert that 'If' into the necessary format.

As you add render passes to render, it's going to tell mental ray to make sure to additional information in the render buffer, then at the end of the process extract that information from the render buffer, and create the different images for the different render passes. So, that's essentially what was going on. So, this is good to know because as you add more and more render passes, you are going to add time to of the overall render, because mental ray is going to be required to add more and more information to the render buffer.

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