Join Mark Lefitz for an in-depth discussion in this video Adding ambient occlusion, part of Photorealistic Lighting with Maya and Nuke.
Ambient occlusion is a black and white render pass that is an approximation of…global illumination that darkens pieces of geometry that are in close proximity…to one another, and that will add a more realistic effect to our final image.…So here I have a pre-rendered image of our ambient occlusion render pass, and as…you can see, on the side here where the surface geometry is not close to another…piece of geometry, it's all white.…As the geometry gets closer to other pieces of geometry, we get a darkening…effect, and we're going to want to bring that into our composite, and…multiply that, which is just going to give us a more realistic render for our final output.…
So, there are a couple of different ways in which to create this ambient occlusion…pass, and let's go into Maya, and I'm going to show you those different ways here.…The first way is in our Render Passes, we have the AO, which is short for ambient…occlusion, and we can bring that down into our Associated Passes,…and we can double-click that to bring up its parameters.…
- Understanding image-based lighting
- Analyzing and color correcting the background plate
- Creating a 3D camera to match the plate
- Lighting with low-quality settings and proxies
- Setting light samples
- Setting up render passes
- Rendering mattes ground shadow, and occlusions passes
- Adding gamma correction in Nuke
- Adding the object to the plate and rendering the final composite
- Retouching the composite using Photoshop
Skill Level Intermediate
Lighting and Rendering with mental ray in Mayawith Eric Keller4h 56m Intermediate
Creating Textures and Shaders in Mayawith Eric Keller3h 30m Intermediate
1. Image-Based Lighting
Correcting the HDRI5m 22s
2. Asset Integration
4. mental ray Rendering
5. Creating Secondary Passes
6. Compositing the Rendered Passes in Nuke
7. Final Touch-Ups in Photoshop
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