Join Mark Lefitz for an in-depth discussion in this video Color correcting the passes using mattes, part of Photorealistic Lighting with Maya and Nuke.
Now that we've all our passes added together, we can begin to make adjustments to…individual render passes.…As mentioned earlier, this is where the real benefit of rendering in 32-bit lies.…Here we are again in our Nuke file, with all our passes separated out.…We're viewing our Grade node.…First thing we want to do is we want to bring in our rendered matte passes.…Let's go ahead and open up a Windows Explorer window, browse to our images…directory, and Shift+Select our mattes, and click-drag them into our Nuke file.…
Let's minimize the Explorer window.…And just by looking at our image, we can make some initial decisions about…what we want to change.…Looks like the tires might be a little bit dull; we want to bring those up.…Also, we want more specular highlight, possibly just in the body paint. So let's…separate out our mattes, so we can easily see them; get a little more organized.…And since we want to bring up the tires, the diffuse channel is a really good place to do that.…So let's bring our M2 node over here, and we're going to have it selected, hit…
- 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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