A CG "slap comp" is also created in Nuke. Creating the beauty, shadow, and occlusion passes.Ĭompleting the setup of global setting in Maya and rendering the different passes. Understanding why we need to convert and use the tx file generated by Arnold and understanding the purpose of mipmapping texture.Ĭreating the shader for the cape, boots and armour with the shader preset in Arnold. The Arnold rendering method offers additional rendering features such as Progressive Refinement. Understanding the difference between displacement in Arnold the Z-Displacement from ZBrush and how to get the resulting displacement correct in Arnold 5. FIGURE 13-17 A Maya Vector rendered scene. The render passes are set up with the attribute override and material override rules in Maya 2019. Preparing our HDRI in Nuke adding our moonlight and get some direction lighting and create a grey pass.Ĭlass 3: Creating shaders and attribute overrides The scene is started with the asset in the default position, the layout is set up in Maya, and the default lighting setup is prepared with a grey and chrome sphere.īefore starting, we will check our model and make sure everything is ready to go (UV’s, UDIMS, Scale of the texture).
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