Join Mark Lefitz for an in-depth discussion in this video Creating 32-bit files, part of Photorealistic Lighting with Maya and Nuke.
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
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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