Join Mark Lefitz for an in-depth discussion in this video Rendering the final image, part of Photorealistic Lighting with Maya and Nuke.
A quick word about our file format before we render out our final lighting file.…We have all our lights, geometry, and IBL assigned to a unique render layer called Car.…Right here is our render layer Car, and our lights, our geometry, and our IBL…are assigned to that render layer.…Let's open up our Render Settings window, or just bring that forward; it's…already opened up, and we have to change our image file format to OpenEXR, so…let's scroll down, and select OpenEXR file format.…
Make sure the File name prefix is set to RenderLayer only.…Right now I have RenderLayer/RenderPass, so let's clear out that selection,…and right-click, and we're going to scroll down here, and say Insert layer…name <RenderLayer>.…We have to make sure that the File name prefix is set to RenderLayer only,…because if we include the RenderPass, then when we batch render, you'll only get…passes into separate files.…You'll find it quite a bit easier to have a single .exr file, and then extract…those passes manually in Nuke,…
- 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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