Join Mark Lefitz for an in-depth discussion in this video Adding the car and rendering the final composite, part of Photorealistic Lighting with Maya and Nuke.
Now we need to apply our color corrected car onto our background.…So, there's a number of ways we can do this.…We can either create a new merge node right here in our open space, and then…select the A and B leader, or even simpler, we Shift+select our Grade node, and…Shift+select multiply, and hit M. Now the over, which is our default for our…Merge node, will automatically set our A over B.…Notice, though, that if we zoom in here towards the windows, that we are not…getting any transparency to see the background plate through the windows.…
The reason is, if we look at our alpha channel, we have no transparency in our alpha.…We need to get that transparency back before we do the over operation.…Let's zoom up to our Car.exr, and view the Grade node.…We have transparency in our alpha at the very top of our comp.…We even have transparency in all of our passes.…What happens, though, is that when we add our passes together, we lose that transparency.…
So if we work our way down the comp, by the time we get to our Grade node here,…
- 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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