Join Mark Lefitz for an in-depth discussion in this video Adding a fresnel pass, part of Photorealistic Lighting with Maya and Nuke.
The next pass we are going to want to explore is the fresnel pass.…Fresnel occurs when the object facing most perpendicular to camera has less…reflection, giving the illusion that the reflected areas are actually greater on…the edges, which is similar to car paint.…So, here is an example rendered out on a shader ball, where if we look in the…center of the image, there is very little reflection, but as we go out towards…the edges, there is quite a bit more reflection, and we are going to want to…mimic that in our composite.…
But in order to do so, we are going to have to create a unique render pass with…a custom shader in order to render that out, and then bring that into our composite.…So, let's go ahead and I am going to show you how to do that.…We are here in our last file, and we are going to just use fresnel pass in order…to create this separate render layer.…And again, you can use any pass you'd like;…you can start with a lighting pass,…just as long as you make sure that we have the correct file that's being…
- 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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