Join Mark Lefitz for an in-depth discussion in this video Creating a ground occlusion pass, part of Photorealistic Lighting with Maya and Nuke.
This is a good time for us to create a way for the vehicle to look grounded…onto the road surface.…I like to create two separate passes for this.…The first pass is an occlusion pass, just for the ground, where the wheels come in…contact with the ground,…and also we see darkening where the body is over the road.…And then the second pass is actually a shadow pass.…But let's start with the occlusion pass first.…I can start with any of my lighting files, and I like to strip the file out of…the IBL, and the area lights.…
So, first thing we've to do is create a new render layer. Let's open up our…Outliner to select our geometry.…We go to Window > Outliner. Let's select the shot camera, the concept car, and the ground plane.…Now we are going to create a new render layer, and rename that default render…layer to something like groundAOC; ground ambient occlusion.…Let's display our ground plane; Display > Show > Show Selection.…Next, we're going to want to create a shader to apply to all the geometry in the…
- 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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