Join Mark Lefitz for an in-depth discussion in this video Using Maya references to import the geometry, part of Photorealistic Lighting with Maya and Nuke.
We need to do some organizational work before we can begin to light our vehicle.…The general idea is that we will store a progressively changing unshaded model…in our assets directory.…In another Maya file, this unshaded file will be referenced in using…Maya's Reference Editor.…This is where we add shading and lighting.…We will call this our shading file, and progressively save changes to the scenes directory.…In a fresh version of Maya with nothing in it, we are going to…File > Reference Editor.…
In Reference Editor, we are going to go File > Create Reference.…Now what we do is we have to browse to our assets directory.…In our assets directory, this is where our unshaded geometry only model lives.…So let's go ahead, and we are going to select version 3 of our reference file.…Go ahead and minimize our Reference Editor, and we are going to select 5 to turn…on hardware shading.…
So now, if we open up our Outliner by going to Window > Outliner, and let's open…up our hierarchy, we can see our grouped car.…
- 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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