Join Mark Lefitz for an in-depth discussion in this video Determining render resolution, part of Photorealistic Lighting with Maya and Nuke.
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The render size I've been using is primarily used for video.…What if I wanted to render for print?…Let's look a little more in depth our render resolution.…In order for us to figure this out, let's open the background image in Nuke,…using our background color correction file. Open up Nuke.…Here we are in our color corrected background file.…We are going to select our last node in the chain, which is our ColorCorrect. Tab.…Let's type in Crop, and add the Crop node below our ColorCorrect.…
Let's manually bring in the edges of our crop.…What I like to do is I like to try and leave about the same amount of black…space on both sides.…So, what we're doing is we're going from a landscape image, which is more…horizontal, to an image that has more height than it has width;…something that is going to be much more workable for print.…What we need to do next is we need to jot these numbers down; the width, and the height.…So we have 4620 by 3456.…
Now, once we have those numbers down, we go back to Maya, open up our Render…
- 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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