Join Mark Lefitz for an in-depth discussion in this video Creating 32-bit files, part of Photorealistic Lighting with Maya and Nuke (2012).
32-bit images are great at showing values brighter than white, and subtle…variations in hue and tone.…32-bit images contain millions more colors per pixel than 8-bit and 16-bit images.…Let's compare this in Nuke.…So, here is my rendered car, and my associated passes.…Let's use our specular pass to show the comparison between 32-bit, and 8-bit.…Let's view our specular pass here in our 32-bit, and here I rendered out a…separate 8-bit pass that I'm only going to be using here for…demonstration purposes.…
Already, you can see a huge difference, not only in the brightness of the pass,…but also in how the brights are maintaining their highs, and the darks…maintain their lows.…So, I simply select my node, I'm hitting 1, I'm on the specular pass for my 32-bit,…and here on my 8-bit, I'm selecting 2, and I'm just toggling between the two.…To show you a little more in depth what I'm talking about, let's go ahead and…add a glow node onto each of these images.…
So I'm going to hit Tab. Let's type in Glow, and let's just view that first…
- 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
Maya: Lighting and Rendering with mental raywith 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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