tag:blogger.com,1999:blog-45044447620515866662024-03-06T07:14:28.450+05:30THE ART OF CG LIGHTINGMAYA LIGHTING TUTORIALS,3DS MAX LIGHTING TUTORIALS, MENTALRAY AND MORETHE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.comBlogger21125tag:blogger.com,1999:blog-4504444762051586666.post-80011573995140260662011-04-13T20:01:00.002+05:302011-04-13T20:05:57.293+05:30Autodesk Maya 2012 new featuresAutodesk announced Maya 2012. Autodesk Maya 2012 new features:<br /><br />Node-Based Render Passes<br /><br />Substance Procedural Textures<br /><br />Viewport 2.0 Enhancement<br /><br />Editable Motion Trails<br /><br />New Simulation Options<br /><br />Vector Displacement Map Support<br /><br />Motion Capture Samples<br /><br />Python API Enhancements etc. We will discuss these features in depth in next post.THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0tag:blogger.com,1999:blog-4504444762051586666.post-85490199346183593352011-02-09T12:20:00.003+05:302011-02-09T12:29:09.172+05:30CECELIA - A NEW SHORT FILM FROM DNA Inc.<a href="http://www.youtube.com/watch?v=JhKQz2TwSAE">CECELIA</a><br /><a href="http://www.youtube.com/watch?v=JhKQz2TwSAE"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgG7tjIedJIu5HNcS9znDgJbAlD0aDug73r-RmYn6SUJKxcQIRWpF1E0z3_OTaAKXiwT6PKaFxlPJ-rsLpBLj9CqxiOzCKCNXbGlzz1E9jq32gJfee1c_2DLQ0nr2O9nhi4LgBrj8GZZt5r/s1600/cecelia.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgG7tjIedJIu5HNcS9znDgJbAlD0aDug73r-RmYn6SUJKxcQIRWpF1E0z3_OTaAKXiwT6PKaFxlPJ-rsLpBLj9CqxiOzCKCNXbGlzz1E9jq32gJfee1c_2DLQ0nr2O9nhi4LgBrj8GZZt5r/s400/cecelia.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5571580354606255682" /></a></a>THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0tag:blogger.com,1999:blog-4504444762051586666.post-63588566031392429522010-11-03T19:11:00.000+05:302010-11-03T19:13:16.763+05:30HAPPY DIWALIHappy Diwali to all of you.<br /><br /><a href="http://www.facebook.com/home.php?#!/video/video.php?v=10150313392390302">http://www.facebook.com/home.php?#!/video/video.php?v=10150313392390302</a>THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0tag:blogger.com,1999:blog-4504444762051586666.post-44787980460351485922010-08-22T12:17:00.003+05:302010-08-22T12:30:09.539+05:30TVCA ANIFEST 2010 BEST SHORT FILM AWARD<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA_E7fx81q4vhia-xpK7DFXFk1WmGQm0vdkJYus5p49H3ecEhyY_mHO7xxdJHfZ3-67IathnJXB5mngi-JgYxtg5rgsehe35GYdHmBau0Ul6QKZldhc8vDrPqLPhGS4sPQ_4ubMAqrxLJr/s1600/feel_The_Punch_DNA+Inc.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA_E7fx81q4vhia-xpK7DFXFk1WmGQm0vdkJYus5p49H3ecEhyY_mHO7xxdJHfZ3-67IathnJXB5mngi-JgYxtg5rgsehe35GYdHmBau0Ul6QKZldhc8vDrPqLPhGS4sPQ_4ubMAqrxLJr/s400/feel_The_Punch_DNA+Inc.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5508123026795815138" /></a><br /><br />DNA Inc’s FEEL THE PUNCH triumphed at the TASI Anifest India 2010 by winning First Prize in the Student Film category of TASI Viewer’s Choice Awards ,2010 held at Fine Arts Cultural Center, Mumbai.<br /><br />Been part of the movie as mentor. I’m honored and delighted with the award that we have won at Anifest. This is the first award for ‘FEEL THE PUNCH’, hopefully the first of many to come.<br /><br />Among the 320+ entries in different categories, the film earned a place in the finalists list of Student Films, which consisted of 15 films shortlisted by Jury Panel consisting of eminent personalities from the Animation Industry.THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com1tag:blogger.com,1999:blog-4504444762051586666.post-37516283187577801182010-04-07T14:46:00.011+05:302010-04-07T18:56:02.176+05:30CHARACTER LIGHTING IN MAYA WITH MENTALRAY MULTIPASS RENDERINGMenatalRay for Maya in Maya 2009 gives us a great flexibility to render our scene into multiple render passes and later combine in compositing. All the images are the property of DNA Inc (Dilsukhnagar Arena Incubation). Here I will show a simple character lighting With MentalRay. I am splitting Maya scene into Two render Layers.<br />One for Ambient Occlusion (I call this renderLayer as No light Layer) and another for Lights. Preparing the scene for render Passes. First select the geometry and create a renderLayer, Maya assigns a separate renderLayer for the selected geometry. Select MentalRay as renderer and in the indirect lighting Tab select Ambient Occlusion option with 256 rays (even you can go with 128 or less rays also). And for this no need to calculate GI or FG. <br /> <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7I7g-HX_jXkN6uQpZuDHncLMM_6UmLPB1aheRQBx_7h4YHtgLsLAIg3Li0Z8QHvUBnMToHv9eoN0EJGtPYQeLwDp_0xtNeVFIYc842G0KZ4JyetbXa0sQ5GmNURsWULFPTnUWLTljvzRW/s1600/Ao_option.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 374px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7I7g-HX_jXkN6uQpZuDHncLMM_6UmLPB1aheRQBx_7h4YHtgLsLAIg3Li0Z8QHvUBnMToHv9eoN0EJGtPYQeLwDp_0xtNeVFIYc842G0KZ4JyetbXa0sQ5GmNURsWULFPTnUWLTljvzRW/s400/Ao_option.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5457331921817713394" /></a><br /><br />After this in passes tab create passes AO, diffuseMaterialColor and Specular. Associate the passes with the current renderLayer by using arrow button located in the middle of scene passes and associated passes windows. like this....<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisGNSS7SMQUK6m8i49xYhN-CqD0cZJEh_4uZFgZmXzToOeCX7I479Qgy3dxALKF5t5TQ0sDvyFNFHOucn0Uo12DL1zr74zVbe8qCbihlRZizI_8BxSte3E3PdSJCkL9ZAGCDLn2jE_rKGE/s1600/AO_pass_settings.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 324px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisGNSS7SMQUK6m8i49xYhN-CqD0cZJEh_4uZFgZmXzToOeCX7I479Qgy3dxALKF5t5TQ0sDvyFNFHOucn0Uo12DL1zr74zVbe8qCbihlRZizI_8BxSte3E3PdSJCkL9ZAGCDLn2jE_rKGE/s400/AO_pass_settings.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5457337342311434882" /></a><br /><br />Now we will render the scene (sill now we never used any light, we will use lights in the next step) and we will get render image one in render buffer (this is called as masterbeauty) and all the passes in the project images directory under temp folder. like <span style="font-weight:bold;">C:\projects\images\tmp\layer1\AO, C:\projects\images\tmp\layer1\diffuseMaterialColor, C:\projects\images\tmp\layer1\specular</span> the same can be accesed from the render buffer or renderview with file>loadrenderpass option. <br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYv5lpgWx07sH0adg0pIkn5vZpzyhSiL0hc977_aw8PS472yZsPlgXtZnTpZwZvLYnNoDPTs9gay8xoqJ5G5Tr4oZThm-GXiDUUe4Va2TLaKk2S97SX0TLhmNNrNuaGWHiMhZUUsVkI9i9/s1600/loadrenderpass_option.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 321px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYv5lpgWx07sH0adg0pIkn5vZpzyhSiL0hc977_aw8PS472yZsPlgXtZnTpZwZvLYnNoDPTs9gay8xoqJ5G5Tr4oZThm-GXiDUUe4Va2TLaKk2S97SX0TLhmNNrNuaGWHiMhZUUsVkI9i9/s400/loadrenderpass_option.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5457342215547930562" /></a><br /><br />And the render images looks like this...<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9ARybIIpIrw5doXX80bHVfXBtFR-YjmzLLcd5W-k54Jv47z5j4LlFLNyqsPRUiUDjd0r-crCeG1mmyqHTIvN1B2gFpXrZvI6pmk29EpQa6uGdEpMIPXXefFMqJ-nXjPHRWZ96cQ_heNJq/s1600/AO_passes+copy.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9ARybIIpIrw5doXX80bHVfXBtFR-YjmzLLcd5W-k54Jv47z5j4LlFLNyqsPRUiUDjd0r-crCeG1mmyqHTIvN1B2gFpXrZvI6pmk29EpQa6uGdEpMIPXXefFMqJ-nXjPHRWZ96cQ_heNJq/s400/AO_passes+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5457349681542315266" /></a><br /><br />Now the actual lighting begins... I am going to put one Key light, one rim light and by calculating Global Illumination controlling the fill light for this. Let we see key light settings. For Key light I used one spot light with raytraced shadows.(here we dont have any complex geometry so ratraced shadow calculation will be the ideal choice, even we can go with Dmap shadows but controlling Dmap shadows in MentalRay is bit tricky. I will post another tutorial on using Dmap shadows with Mentalray) The light placement and the light attributes are here....<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcSw_aGheC6ghCpwXuGc9lP15KgtvwZsxEgRpRu6VGVGtf_TYxgofxb-Vw9oCPZPLJuLXAPRwB923J88HTufvmEzpMolfZ3v6a7k_dBLPImYrHfwoX__qMDxNaeobeu67t-nEgXgzPWOUQ/s1600/light_placement+copy.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcSw_aGheC6ghCpwXuGc9lP15KgtvwZsxEgRpRu6VGVGtf_TYxgofxb-Vw9oCPZPLJuLXAPRwB923J88HTufvmEzpMolfZ3v6a7k_dBLPImYrHfwoX__qMDxNaeobeu67t-nEgXgzPWOUQ/s400/light_placement+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5457354977556844850" /></a><br />I use a bounce dome instead of a fill light (image based lighting option: texture) for indirect light calculation to fill the dark areas of created by Key light and the setting are like this.....<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2p4Y0rclZ1w3KL_DOVkujWwznqwF3cWwNHitYS2711uPR3PpKkuoPsZje4UJSV0DMx9fQC3SMxew4fWmfmq_xjxkBzx4zSI0h1QyAnPeOYeJtvefqFM1fuYus1xzTDvZhZGtgiSLHWFtd/s1600/ibl_settings_3.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2p4Y0rclZ1w3KL_DOVkujWwznqwF3cWwNHitYS2711uPR3PpKkuoPsZje4UJSV0DMx9fQC3SMxew4fWmfmq_xjxkBzx4zSI0h1QyAnPeOYeJtvefqFM1fuYus1xzTDvZhZGtgiSLHWFtd/s400/ibl_settings_3.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5457374088109144722" /></a><br /><br />and renders will be like this...(diffuse, indirect, specular passes)<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieGjT9EtIqgDLjLxD5oKZWrabLmUkDl0YRD35uN0eXn_Bo-BP9tm3c-D5I-Dv-MXIivm6xZ9GtfZ_0q0C0zo-12oodt8Yd60JXp2ewUG8OPx0G0nVn2nTT_SZcYgugJeMt9MYFi4qzDcsl/s1600/key_passes+copy.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieGjT9EtIqgDLjLxD5oKZWrabLmUkDl0YRD35uN0eXn_Bo-BP9tm3c-D5I-Dv-MXIivm6xZ9GtfZ_0q0C0zo-12oodt8Yd60JXp2ewUG8OPx0G0nVn2nTT_SZcYgugJeMt9MYFi4qzDcsl/s400/key_passes+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5457376854716007570" /></a><br /><br />Now the rim light follow the same as key light render layer place the light slightly opposite to the key light position to get a subtle rim light on the character and choose diffuse and specular passes for rendering. The light placement and the renders are here.....<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggxs0UED-z98UX-lgMkLO7CbFac9vM7VlBqJ9z4GtkNwqz1obwoBHbPZxhNCiq3_-qLt7O-DUc_jPdwR4dpF33ZeIXKkALynQK468FRrkx0R3WLFvz9F0DDFn7JUyqtNYIJ-YF-xnikhTR/s1600/rim_light+copy.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggxs0UED-z98UX-lgMkLO7CbFac9vM7VlBqJ9z4GtkNwqz1obwoBHbPZxhNCiq3_-qLt7O-DUc_jPdwR4dpF33ZeIXKkALynQK468FRrkx0R3WLFvz9F0DDFn7JUyqtNYIJ-YF-xnikhTR/s400/rim_light+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5457380994838259314" /></a><br /><br />Compositing the render passes:<br /><br />Am not an expert compositor I am little bit handy with Digital Fusion. Let we connet the passes in Fusion. first connect diffuseMaterial color pass with AO and choose Multiply blend mode. add color corrector to diffuseMaterial color pass and dicrease gain to 0.5, And connect rest of the passes in this order...<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPkaMv3VJTRb_Tztmjf17VneUfhdan7rHRAbGZt0aTn4osXyEK6F3hFhYFPAOWDxfqVLfJWUCrc6VfT8uH0Qwt5gKKSVs4py0RGlJsu0W7-umyfcfgRCLAie3k24z9pivbJx0zo39tug-Y/s1600/df_flow.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 254px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPkaMv3VJTRb_Tztmjf17VneUfhdan7rHRAbGZt0aTn4osXyEK6F3hFhYFPAOWDxfqVLfJWUCrc6VfT8uH0Qwt5gKKSVs4py0RGlJsu0W7-umyfcfgRCLAie3k24z9pivbJx0zo39tug-Y/s400/df_flow.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5457384436432718130" /></a><br /><br />and final out put will look like this...<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXgxAtaZWQTfdXDWOyV4cL-bzNhLJfvtXAj9MeQlDaTNTXCox3M5MS7BHzVdlA0J6llJUiDM6oLV7lIU3yrLeKV9jgLWqWdXkijclZHrUXRApnN6ww7lNFGOxtcC01YMWPMP8NCh4D-_KT/s1600/output.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 314px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXgxAtaZWQTfdXDWOyV4cL-bzNhLJfvtXAj9MeQlDaTNTXCox3M5MS7BHzVdlA0J6llJUiDM6oLV7lIU3yrLeKV9jgLWqWdXkijclZHrUXRApnN6ww7lNFGOxtcC01YMWPMP8NCh4D-_KT/s400/output.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5457385358280724338" /></a><br /><br />This is raw output and we can tweak it to get more perfect look. I will post advanced lighting tutorial shortly.... The Character what I used in this tutorial is a property of Dilsukhnagar Arena Incubation and all rights reserved with them.....THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com5tag:blogger.com,1999:blog-4504444762051586666.post-34145393847588492832010-03-20T09:18:00.006+05:302010-03-20T09:57:23.348+05:30Maya 2009 Multipass RenderingNow Maya 2009 can render output into multi-passes across the render layers. All is well But still it has few cons like Maya 2009 Multipass rendering cant support MentalRay shaders.<br /><br /><span style="font-weight:bold;">How Maya 2009 Multi-pass render engine works?</span><br /><br />Mata 2009 Multi passes works with renderlayers and MentalRay renderer. With Maya shaders. We can render a scene in to multiple passes on the basis of which shading group we use. And it gives us great flexibility to tweak final look and feel in the post with any compositing software.<br /><br />next posting:<br /><span style="font-weight:bold;">Rendering A Maya Scene into Multiple render Passes</span>THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0tag:blogger.com,1999:blog-4504444762051586666.post-88793998447572744502010-02-03T18:15:00.005+05:302010-02-04T19:26:26.991+05:30High Definition 3D animated short film by<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCxYq50q8n1e3yyrdJNnxiGwD6IyboxSC-fLJ_55OaNzzEF1U6XKJ_IZFBWixxOemc66R15gxNv3Hy_4cXcN86CscxYnhyphenhyphenMtdVPBORJyoaxmEQ_xRC8A48BL5S_YyP0nOi3sHFfCiptqxJ/s1600-h/DNA2+copy.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 256px; height: 121px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCxYq50q8n1e3yyrdJNnxiGwD6IyboxSC-fLJ_55OaNzzEF1U6XKJ_IZFBWixxOemc66R15gxNv3Hy_4cXcN86CscxYnhyphenhyphenMtdVPBORJyoaxmEQ_xRC8A48BL5S_YyP0nOi3sHFfCiptqxJ/s400/DNA2+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5433998347390053650" /></a><br /><br />click here http://www.youtube.com/dnaincubationTHE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0tag:blogger.com,1999:blog-4504444762051586666.post-9747043733810041882009-10-06T13:00:00.009+05:302009-10-07T17:10:32.672+05:30HOW TO RENDER RGB MATTES IN MAYASince long time I was thinking to post rendering RGB(primary color) mattes in Maya to tweak lighting out put in any compositing software. After receiving mail from Jesper Hammarbäck I am posting it right now. particularly if you are using Maya 2009 or greater, its a great comfort to render more RGB mattes at a time by using new renderpass feature with mentalray. I am going to explain rendering RGB mattes of a car model using Maya 2009 MentalRay. This is the Car Model... <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSkNOnJpwB53CcgxOSpIvNtCfg2KFzm9Cng3MOKa5HLlRqI1S51gILQPzCCEX_2gtlHJb81aaM1bgQE9VWyS6a3QePcPzMmwjgT2hbpI1TxXDQRIdi5ZNl0-QYickHVIrIV5dOCX81s4T_/s1600-h/CAR_START+copy.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 226px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSkNOnJpwB53CcgxOSpIvNtCfg2KFzm9Cng3MOKa5HLlRqI1S51gILQPzCCEX_2gtlHJb81aaM1bgQE9VWyS6a3QePcPzMmwjgT2hbpI1TxXDQRIdi5ZNl0-QYickHVIrIV5dOCX81s4T_/s400/CAR_START+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5389791905391929570" /></a><br />Lets start preparing shaders for RGB mattes. With Maya 2009 MentalRay we can seperate <br /><br /><span style="font-weight:bold;">ambientRaw</span><br /><span style="font-weight:bold;">diffuseMaterialColor</span><br /><span style="font-weight:bold;">incandescence</span><br /><span style="font-weight:bold;">reflectedMaterialColor</span><br />even we can render in to more type of passes according to the shader what we use. These type of passes can be used to render multiple RGB mattes in a single render.<br />First: preparing rgb mattes in ambient color.<br />create a Lambert shader change color value to white, ambient value to red and change rest of the values to "0".as shown in this images.choose pure red (value 1) in color chooser and leave blue and green values to "0".<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWT0g0R78tfajxTSdSqg92ma_LnPDESldusn5jENTkBxWE30hPuZ4a6hjnT2OA_TdCWddEyC-T6x2bGYVfoitdlz33RbZpRdF6z19blT4VwO3yFvSxOW3rBwa1_NcWpGTodizQ8zLrqZWy/s1600-h/amb_shad.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 234px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWT0g0R78tfajxTSdSqg92ma_LnPDESldusn5jENTkBxWE30hPuZ4a6hjnT2OA_TdCWddEyC-T6x2bGYVfoitdlz33RbZpRdF6z19blT4VwO3yFvSxOW3rBwa1_NcWpGTodizQ8zLrqZWy/s400/amb_shad.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5389706227589521426" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQXzFtZtO0u2Uxs0vGkjAC1VUnWe766L5uh6JCGmO9HZ_AfPsLbDBJsmKyGFz9lxO4YuG0dsb60k9UDSHmk8iDcDIlHdRyOHhpEJ8Ow1Y8x7ucHP8HT8PVP8txS7WH7k42O-ByeDkqJ0a1/s1600-h/rgb_r+copy.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 224px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQXzFtZtO0u2Uxs0vGkjAC1VUnWe766L5uh6JCGmO9HZ_AfPsLbDBJsmKyGFz9lxO4YuG0dsb60k9UDSHmk8iDcDIlHdRyOHhpEJ8Ow1Y8x7ucHP8HT8PVP8txS7WH7k42O-ByeDkqJ0a1/s400/rgb_r+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5389707133696475362" /></a><br />repeat same steps by changing values for green and blue as shown in below images<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4iiOIX6DtQA1auBpk_gwc25tb_KeWG6kan1BxIgRG485SrdCJJhf61QCnSrjJo0zebWY4F8M9AvugnF60m1vX9KEClUSI_We6v-yYX2BWkQ0wd1_-bMusYWVCRUO0szyq2jpP7rPabLUn/s1600-h/b_r.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 278px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4iiOIX6DtQA1auBpk_gwc25tb_KeWG6kan1BxIgRG485SrdCJJhf61QCnSrjJo0zebWY4F8M9AvugnF60m1vX9KEClUSI_We6v-yYX2BWkQ0wd1_-bMusYWVCRUO0szyq2jpP7rPabLUn/s400/b_r.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5389710186173179986" /></a><br />assign these shaders to the geometry in the scene.(I assigned to the wheels of this car)<br />now we will start preparing rgb mattes in incandescence. (you can render only 3 mattes at a time if you have more geometry parts to control you need to render many rgb mattes instead of rendering more scenes we will prepare shaders with with different channels and assign to different parts of the geometry and render in to seperate passes so that you could get more rgb mattes in a single render)like this<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjo31aJMuDJz6zHXEgUJnAjhaQWBoYeF9Krq137O9vOvhKvUSGMVeeXk0NqK_3tQskkCWHh22xFFeI3tQVFoL6reL3EIyPxggT7gdopy9wA3PvIrcEQkow7OxNvVRz__nuDbaWYsC2z_djW/s1600-h/incand.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 198px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjo31aJMuDJz6zHXEgUJnAjhaQWBoYeF9Krq137O9vOvhKvUSGMVeeXk0NqK_3tQskkCWHh22xFFeI3tQVFoL6reL3EIyPxggT7gdopy9wA3PvIrcEQkow7OxNvVRz__nuDbaWYsC2z_djW/s400/incand.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5389714979897665298" /></a><br />Now we prepare another shader to render RGB mattes in reflection pass. This is little complex than the earlier passes. First create a phong shader change; color, transparency, ambient color and incandescence channels to black and connect ramp in specular and reflected color channels change ramp to red color and cosine power and reflectivity values to 100 and 1 respectively like the images below..<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEircdW8-dkJpj1Y7AgSgu1oYY0xBkTKHpc1Gg3G_uNlO-nOtc5KqpwGbK2MllhN4szt2ZCoM4540EF8TvV56k225XnNftUtF9N1l7jwoknLNKmoVpUM_2chEPmnepc5ICBqAOsMFkn5oKqx/s1600-h/rgb_reflect.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 283px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEircdW8-dkJpj1Y7AgSgu1oYY0xBkTKHpc1Gg3G_uNlO-nOtc5KqpwGbK2MllhN4szt2ZCoM4540EF8TvV56k225XnNftUtF9N1l7jwoknLNKmoVpUM_2chEPmnepc5ICBqAOsMFkn5oKqx/s400/rgb_reflect.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5389756564007630594" /></a><br />Now we have 3 shaders with 3 RGB passes each i.e we get 9 RGB mattes in one render.Assign these shaders to nine different objects in scene and follow render settings like this<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-2j5oU269Y34KreVpZ_mVkFt_w_qWBEdrXCscV8pADh4GJ_yStGWN6mO3zq3_LDa9KjyM7WlPHbEPRCCuzsSCPDWbGBMxmUYWd4xE09XV_JUjdb8f-uOCK9oiHV67wRfc96kFPGIDkp85/s1600-h/rgbren_pass.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 349px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-2j5oU269Y34KreVpZ_mVkFt_w_qWBEdrXCscV8pADh4GJ_yStGWN6mO3zq3_LDa9KjyM7WlPHbEPRCCuzsSCPDWbGBMxmUYWd4xE09XV_JUjdb8f-uOCK9oiHV67wRfc96kFPGIDkp85/s400/rgbren_pass.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5389786851057395986" /></a><br />Now associate the render passes with renderlayer and render it you could get render output in to 4 passes consisting of RGB mattes/masks. Here is the output<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAB3LDrCudgrOmj7q5gxxg4nOXdiii9biXiU0PqK300xhELbYRab7t2X7GxDkGXOdQRLUyfW8r9sLXgHLy7gENbu4DH1HYVkuZ3lfU31nKtFSSuyTs_LQjYkVoV2RwXRQwwtYAItx4B7KG/s1600-h/output.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 238px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAB3LDrCudgrOmj7q5gxxg4nOXdiii9biXiU0PqK300xhELbYRab7t2X7GxDkGXOdQRLUyfW8r9sLXgHLy7gENbu4DH1HYVkuZ3lfU31nKtFSSuyTs_LQjYkVoV2RwXRQwwtYAItx4B7KG/s400/output.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5389791091988175794" /></a><br />if you need a tool to download based on this, you can visit http://pragmaticartistry.com/.THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0tag:blogger.com,1999:blog-4504444762051586666.post-66855504602333875292009-10-01T11:41:00.013+05:302009-10-01T17:51:32.784+05:30EXTERIOR SET LIGHTING WITH 3DS MAX<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6PBQxM8N_vLf5Fd3fGQqRpeEizYV3wo-wlcw7BYByGNaI80FmhF9i2h-k5J_0BTP4WELY2DUI07Y9SDRt1syZ52IIiz4aBQ4GJ8AUH6Yu2mwQzuWs-Zuo9lxNHehk9t6F-qBB7tMbITEo/s1600-h/ext_3d_copy.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6PBQxM8N_vLf5Fd3fGQqRpeEizYV3wo-wlcw7BYByGNaI80FmhF9i2h-k5J_0BTP4WELY2DUI07Y9SDRt1syZ52IIiz4aBQ4GJ8AUH6Yu2mwQzuWs-Zuo9lxNHehk9t6F-qBB7tMbITEo/s400/ext_3d_copy.jpg" border="0" /></a>After a long time (near about 7Years) I tried to lit a scene in 3ds Max. I took neutral (only blin with no speculars) shading exterior set and started afternoon lighting with default scanline render. The set looks like this without any lights.
<br />Start with one freeDirectional light to simulate Sun. with settings shdows on with shodow map shadow options. "><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfRhZCLCwnbGmfpO7PBIuKiHY32pYiLrpxZNFKhDHfgAIIXggdLfSBzBrmQYFSVY9VAhyphenhyphen4aYN54LYKgm8xftNoMqCrMOEnRG5OxlhPoAlGxjhRnkpGeUbQExuZSn_THpu8W2MDn2Zj4zI9/s320/ext_3d_sun.jpg" border="0" /></a>
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<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjG-RR9nqGH71g29jMDvxBy7y7ytF9aIvA0mcYyJLiX6L8ll_t1Jm0dchOt0RQ0Vmd6ATq3DHLWqx-ui0OpEFnbHjr0OTvJF7hWces_F5vK9KTsgwOwUbKsQncT6BTKZ5L23RHZdVMB_USH/s1600-h/sun_bias.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjG-RR9nqGH71g29jMDvxBy7y7ytF9aIvA0mcYyJLiX6L8ll_t1Jm0dchOt0RQ0Vmd6ATq3DHLWqx-ui0OpEFnbHjr0OTvJF7hWces_F5vK9KTsgwOwUbKsQncT6BTKZ5L23RHZdVMB_USH/s320/sun_bias.jpg" border="0" /></a>
<br />change the bias to 0.05(by default 3dsmax renderer calculates shadow bias as 1.0 but this value takes shadow out from the origin. like this image.
<br />this image shows corrected bias value for this set. so the shadows will stay at the origin of the geometry. This occurs because of the shadow map calculation by scanline render. It creates a 2d map of the geometry from light's view. bias value controls the placement of the shadow map.
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<br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7novm_-UYjVcT25hy4jemCu83Z4cjCE6hxlOZtQsegULVrlrRkF9OvyEBIYJizG3NxhMM-B9VdSy6c8znzIae2goNLigzE9cWq3QvdrMRtCXZTZRipnl_vNGsxOi9qbMnPEXWtF3_jq2X/s1600-h/sun_correct+copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7novm_-UYjVcT25hy4jemCu83Z4cjCE6hxlOZtQsegULVrlrRkF9OvyEBIYJizG3NxhMM-B9VdSy6c8znzIae2goNLigzE9cWq3QvdrMRtCXZTZRipnl_vNGsxOi9qbMnPEXWtF3_jq2X/s320/sun_correct+copy.jpg" border="0" /></a>
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<br /></div><div class="separator" style="clear: both; text-align: left;">Now we need to add a fill light to eliminate the darkness created by keyshadows. for this I used a freeSpot light with values like this and position that light somewhere around opposite to the sun light direction.
<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3Dnh9tqrMoCZtvwUDHH7-uP9VegrP_TeYSh6FcaQHmYUdL52hlQabXWy3DIGm2vlv0Ew8UNZFq4NhvFzHscYDN7UukjSfNG_d5REFFkYlmhOHaWagId_VRN8nAUfOSSfbuyw145pTYBVo/s1600-h/fill_set.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3Dnh9tqrMoCZtvwUDHH7-uP9VegrP_TeYSh6FcaQHmYUdL52hlQabXWy3DIGm2vlv0Ew8UNZFq4NhvFzHscYDN7UukjSfNG_d5REFFkYlmhOHaWagId_VRN8nAUfOSSfbuyw145pTYBVo/s320/fill_set.jpg" border="0" /></a>
<br /></div><div class="separator" style="clear: both; text-align: left;">and render output with fill light and sun light looks like this
<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjX0AyF-MeKjLWBirKseV4cNhuxFeLfswAswjoYZikmLk2RMEDuAKpxS_2xNTXX57kIi077r4ZRgwWrhzFaa32BAQ_HpmRsZSDNXiGdasWBp-RRBBEAXtaZZG4efwdxad1AH0Stq_fVcuzD/s1600-h/sun_fill+copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjX0AyF-MeKjLWBirKseV4cNhuxFeLfswAswjoYZikmLk2RMEDuAKpxS_2xNTXX57kIi077r4ZRgwWrhzFaa32BAQ_HpmRsZSDNXiGdasWBp-RRBBEAXtaZZG4efwdxad1AH0Stq_fVcuzD/s320/sun_fill+copy.jpg" border="0" /></a>
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<br />Now back side of the set is too dark and fill light is not reaching there. So create a point light and include only that surface to the light illumination and shadow parameters and the light settings should be like this; use inverse square as the decay rate. it restrics light to a limited distance. by default all the cg lights comes with infinite range. we can control with decay and attenuation parameters. Rendered image with fill light added for the back side of the set should look like this
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<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTafAwe9QzxXaaKr9GxtdEtRwfBm70W8-3IlgN0RlbkC6QUDyOi4jQKvrvkr6P4gtK8JNRda8LPtiYVQv3amWOjLi6wFG6RmwLNBjtVG99dA6-TQxX7PdymByeYBvw9NU_RFVMlSm41kGu/s1600-h/bak_plane_fill_light.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 108px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTafAwe9QzxXaaKr9GxtdEtRwfBm70W8-3IlgN0RlbkC6QUDyOi4jQKvrvkr6P4gtK8JNRda8LPtiYVQv3amWOjLi6wFG6RmwLNBjtVG99dA6-TQxX7PdymByeYBvw9NU_RFVMlSm41kGu/s400/bak_plane_fill_light.jpg" alt="" id="BLOGGER_PHOTO_ID_5387565282525864370" border="0" /></a>
<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsF6DSJ0wRUWrrqBDtzBzzOJHQk9VpSU_4Oz503m9U51YodAtLNZrY4rxjcvkcNoDPAUborjeArKgSBcs_iIB4uP6Ol4J_y4E4eOaWWPsCD4jT7ElV5c8Zy2YClBsFQ5jK_Rrfy_fWf7dN/s1600-h/bak_plane_fill.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsF6DSJ0wRUWrrqBDtzBzzOJHQk9VpSU_4Oz503m9U51YodAtLNZrY4rxjcvkcNoDPAUborjeArKgSBcs_iIB4uP6Ol4J_y4E4eOaWWPsCD4jT7ElV5c8Zy2YClBsFQ5jK_Rrfy_fWf7dN/s400/bak_plane_fill.jpg" alt="" id="BLOGGER_PHOTO_ID_5387566869001087570" border="0" /></a>
<br />Now we will start adding more lights for detailing and simulating the bounce of the sun.add bounce for the balcony. usually in midday noon time bounce is more and it bounce the texture/shader color of the nearby geometry since we have only gray color shading so the light bounces with default sun light color. these are the settings for balcony bounce light. I used a omni light as the bounce light and included only balcony base geometry to lights illumination and shadow parameters ( include and exclude parameters are similar to Maya make/brake light links attribute). light settings are like this;
<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJ1xZT5zjpdGcUTmoJ2MFc7UqYpHlGb6cFoXFeU9EhO6LxVNXjEGVpltTYPa3EZ7c3qZiHFZpf4-fo4FRATjPyZ3Z8i8aNmQsMHiBuddGWjJjIL0oYslruuEOLecQazxUliAZM-kt4qjIy/s1600-h/balcony_bounce_lit.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 115px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJ1xZT5zjpdGcUTmoJ2MFc7UqYpHlGb6cFoXFeU9EhO6LxVNXjEGVpltTYPa3EZ7c3qZiHFZpf4-fo4FRATjPyZ3Z8i8aNmQsMHiBuddGWjJjIL0oYslruuEOLecQazxUliAZM-kt4qjIy/s400/balcony_bounce_lit.jpg" alt="" id="BLOGGER_PHOTO_ID_5387573172431551762" border="0" /></a>
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<br />and the rendered image should look like this
<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCaJXIwkUGL2SH_KXq2xViEPjgPbQ49EFwKW3Lmw0Ab63h4oqz7Uq6FOl8eTtiDY0HX-JMYUTBJGgT6ZvDksaAeUZatC05985QY5l0TV2El-rL0aow89wRcZpuAZ2PJHu8_JTkHKGBuGJv/s1600-h/balcony_bounce+copy.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCaJXIwkUGL2SH_KXq2xViEPjgPbQ49EFwKW3Lmw0Ab63h4oqz7Uq6FOl8eTtiDY0HX-JMYUTBJGgT6ZvDksaAeUZatC05985QY5l0TV2El-rL0aow89wRcZpuAZ2PJHu8_JTkHKGBuGJv/s400/balcony_bounce+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5387573773792862706" /></a>
<br />Now balcony top fill...
<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSFJBv9b60JJ2b8GOnEy98wRdOZIg_Q54O7XLcShc5Bi0RqV5RCsEBMnRbvQmatfMBx7a-DQPg42c4EbOmqcVcjrZJwSRv98UPHgQoXxz_JUrhCsqzhsRUQb-tzDH6EuxNj2dnFnMYIqIv/s1600-h/balcony_top_bounce+copy.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSFJBv9b60JJ2b8GOnEy98wRdOZIg_Q54O7XLcShc5Bi0RqV5RCsEBMnRbvQmatfMBx7a-DQPg42c4EbOmqcVcjrZJwSRv98UPHgQoXxz_JUrhCsqzhsRUQb-tzDH6EuxNj2dnFnMYIqIv/s400/balcony_top_bounce+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5387577476442815218" /></a>
<br />Now adding bounce light for fabrik in the foreground with a free spot positioned from the bottom with this settings....
<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXbEKjTZltO1SZdzJMhDHJn-qAAryqomP0O5lqOmyaFTeVin0GA3nvaYQvzGuP_JqYRgo4jZJ6IdV_dtKPx5ZkX7FgEhJotHppD1wCr83XZL3DC6dv-p1f5VUswmPIe0CaKPdTIigr044W/s1600-h/fab_bounce_lit.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 136px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXbEKjTZltO1SZdzJMhDHJn-qAAryqomP0O5lqOmyaFTeVin0GA3nvaYQvzGuP_JqYRgo4jZJ6IdV_dtKPx5ZkX7FgEhJotHppD1wCr83XZL3DC6dv-p1f5VUswmPIe0CaKPdTIigr044W/s400/fab_bounce_lit.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5387579572867064402" /></a>
<br />and render out put is like this....
<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZzTR7GHhebwTebkdwuB5OXrnX9kfJzt3JLtGT3yBINum-OVI1otakVAGV0iRlJ6tdXcJHq-2u9ybkxzmzTehwD9wBY2wy5dOZ1TIE-LdneiAnTG2dLMKGq0nOZhVDo94ikdzfEAUsZw1o/s1600-h/fab_bonce_lit_ren+copy.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZzTR7GHhebwTebkdwuB5OXrnX9kfJzt3JLtGT3yBINum-OVI1otakVAGV0iRlJ6tdXcJHq-2u9ybkxzmzTehwD9wBY2wy5dOZ1TIE-LdneiAnTG2dLMKGq0nOZhVDo94ikdzfEAUsZw1o/s400/fab_bonce_lit_ren+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5387580547953044162" /></a>
<br />Now add details to pillars by using free spot.(spot lights are more orthodox lights with less render time, I encourage the usage of spot lights more often)when ever you get confused with which light illuminating which geometry you can simply unchek the lights in lightlister(cool tool in 3dsMax) and chek the individual lights illuminating geometry! render output with added details to the pillar.
<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAJh79nMVBHayqdDwpMea9ybRcS3JfIWxORQWXS3bWKiXqJVS895zXjs4aBXuTaRUyeQVFEQAODYt-KY7pj40_EWJpanSQTKNSQoz7JCXwjdETDTO48GrH_Jtcyv79SGn02sYcsm63olqw/s1600-h/pillar_details+copy.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAJh79nMVBHayqdDwpMea9ybRcS3JfIWxORQWXS3bWKiXqJVS895zXjs4aBXuTaRUyeQVFEQAODYt-KY7pj40_EWJpanSQTKNSQoz7JCXwjdETDTO48GrH_Jtcyv79SGn02sYcsm63olqw/s400/pillar_details+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5387585479295973954" /></a>
<br />Now start adding details to the wooden rack in the foreground. with usual spot lights. this is the render output...
<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghyesLDPCNSAOgjEXB9M0zw6R1vBXEF5yoTRGsRaxfe-IttLoL3TMYOl7MoUXAJ7sTs7PiqI89ogDSGo5jSzDWmHd5McgvntyT5qm0m6wyEfL_Rvq-tiF6GPquiG-t43hgQYRDE1eHlCi_/s1600-h/rackfill.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghyesLDPCNSAOgjEXB9M0zw6R1vBXEF5yoTRGsRaxfe-IttLoL3TMYOl7MoUXAJ7sTs7PiqI89ogDSGo5jSzDWmHd5McgvntyT5qm0m6wyEfL_Rvq-tiF6GPquiG-t43hgQYRDE1eHlCi_/s400/rackfill.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5387586871999408546" /></a>
<br />Now small pillar in the background.
<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjd0vHfo9ijA1ycWfrBXu927g-oPgq8vRvONHB6xJ2vK_WU4qHaESwvpbjU0hlEX-f545G_U333KOtFrRDQJ-kJwsPfNTaCAJ2qvEhy66jLlS_sPRyfwZefh9RE0cVPT-yE48kpO2LNK3VI/s1600-h/small_pill+copy.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjd0vHfo9ijA1ycWfrBXu927g-oPgq8vRvONHB6xJ2vK_WU4qHaESwvpbjU0hlEX-f545G_U333KOtFrRDQJ-kJwsPfNTaCAJ2qvEhy66jLlS_sPRyfwZefh9RE0cVPT-yE48kpO2LNK3VI/s400/small_pill+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5387587947425705986" /></a>
<br />Fabrik key in order to match sun illumination.....
<br />
<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxkV_Yn-1fg8BDbdlKQqdhIMOWY8gKmMZ0hzt4r_K1_aOR7_cEt_lslSsMjbgov6KvmSHXCi1jG_p7jFHOJNrCV8bJ0wvGNsJm3Dn2qC7QUnEhyr0WGQRZ6lA0TNS7zXvogwxo9Z_ciUan/s1600-h/fabrik_key+copy.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxkV_Yn-1fg8BDbdlKQqdhIMOWY8gKmMZ0hzt4r_K1_aOR7_cEt_lslSsMjbgov6KvmSHXCi1jG_p7jFHOJNrCV8bJ0wvGNsJm3Dn2qC7QUnEhyr0WGQRZ6lA0TNS7zXvogwxo9Z_ciUan/s400/fabrik_key+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5387589509662857426" /></a>
<br />
<br />Bounce light for Small balcony right side of the set.....
<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrmqF-Kw3AmruHbEP_E0SJz28QPh2fwtxo0NKHbHD4LhoaiX6IQENnVOjjPNOh5n_BQ36fZcxNXYFebJUC5EGEcIsB-0m0fuTIZrJaopDKSmZVWAHygkbvW-RMrldMSOnGHF24x_Xqf-3b/s1600-h/small_bal_boun+copy.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrmqF-Kw3AmruHbEP_E0SJz28QPh2fwtxo0NKHbHD4LhoaiX6IQENnVOjjPNOh5n_BQ36fZcxNXYFebJUC5EGEcIsB-0m0fuTIZrJaopDKSmZVWAHygkbvW-RMrldMSOnGHF24x_Xqf-3b/s400/small_bal_boun+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5387590671077246178" /></a>
<br />after adding global fill for floor and fill for backside geometry.. the image should look like this.
<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgARnNwxSFw96ts7pQTV6infqNyRL4OU2-diPiqN87U3T1ivKvIkBDeVmLAub6hAUycuPMkF5eXxLvhWg5RIcY4m1-c9EAK2YhQ7hh0OS57m6zoCzJI5wapFLUHrnnzREXtrrTnYghYRTvH/s1600-h/overall_fill+copy.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgARnNwxSFw96ts7pQTV6infqNyRL4OU2-diPiqN87U3T1ivKvIkBDeVmLAub6hAUycuPMkF5eXxLvhWg5RIcY4m1-c9EAK2YhQ7hh0OS57m6zoCzJI5wapFLUHrnnzREXtrrTnYghYRTvH/s400/overall_fill+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5387592073888998034" /></a>THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com1tag:blogger.com,1999:blog-4504444762051586666.post-47941166336545373852009-09-26T10:45:00.006+05:302009-09-26T14:28:43.494+05:30WHAT'S NEW IN 3DS MAX 2010 LIGHTING AND RENDERINGUI improvements<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKIoWBY-r7raagVpkrzXfNsbWpz7ihP5LPMZDUJAPMWrfKjbEZEt-a57Q-3Mlx99XAsgZBz-8sFpFsFJRuRB3h081hHOb8I16NH8eX1rXv93YvQSUZ6LAo7ACrS7ILTq8ZT7ygZN7IqE8x/s1600-h/new_ui.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 239px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKIoWBY-r7raagVpkrzXfNsbWpz7ihP5LPMZDUJAPMWrfKjbEZEt-a57Q-3Mlx99XAsgZBz-8sFpFsFJRuRB3h081hHOb8I16NH8eX1rXv93YvQSUZ6LAo7ACrS7ILTq8ZT7ygZN7IqE8x/s400/new_ui.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5385641695545409106" /></a><br /><br />New Scene Explorer<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQlTre5KRJfQfimfldXzdl2-7AGxJzhtJ62UWLC59Z_lhmr1s7vqpf44ONGv5yZe46_bzervWr_L50lrSLR_rfU0AYARLQYIbO-Mfn581aBBnk-5aGTsh7RkiE7zPQJ679ERTzjO0xG59W/s1600-h/new_scenexpl.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 230px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQlTre5KRJfQfimfldXzdl2-7AGxJzhtJ62UWLC59Z_lhmr1s7vqpf44ONGv5yZe46_bzervWr_L50lrSLR_rfU0AYARLQYIbO-Mfn581aBBnk-5aGTsh7RkiE7zPQJ679ERTzjO0xG59W/s400/new_scenexpl.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5385644046146917922" /></a><br /><br />New Material Explorer<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUyinfX60omtt61Z9LT25jtjLpfO2F9AgAXcMzH2n5RJOoIUqj8U4pvDzW0z_CX5yNqKpQeO4cAbBrOn7mwszYYtiJtdNfhFnzoSMRbQd4fYskBl5_nsc4JFDp_142HHWoaHG3xBJ6ehvY/s1600-h/new_matexpl.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUyinfX60omtt61Z9LT25jtjLpfO2F9AgAXcMzH2n5RJOoIUqj8U4pvDzW0z_CX5yNqKpQeO4cAbBrOn7mwszYYtiJtdNfhFnzoSMRbQd4fYskBl5_nsc4JFDp_142HHWoaHG3xBJ6ehvY/s400/new_matexpl.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5385646154442818162" /></a><br /><br />New Render Frame Window (MentalRay)<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlH7EdY7KlaerugHjmJg0SvhqgjflmBlJamKxjQYPLFMU4HmaWjuSjHbiUlLHMpUc9jCXp24mR3iwHALQZeXUSZHo1zXRTBzXxHF-BF-FT4SoBsbVw7_nt7yvF51Wz_hfmD-H4rYBcfCBd/s1600-h/new_renFwin.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 230px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlH7EdY7KlaerugHjmJg0SvhqgjflmBlJamKxjQYPLFMU4HmaWjuSjHbiUlLHMpUc9jCXp24mR3iwHALQZeXUSZHo1zXRTBzXxHF-BF-FT4SoBsbVw7_nt7yvF51Wz_hfmD-H4rYBcfCBd/s400/new_renFwin.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5385695661419279026" /></a><br /><br />Global Tuning Parameters<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsmmC26lhxUIk93gweTeeB7anTUvxSHDuQYHJ9QB_oBWKUWYt_BAPrQlS9rs2Fy89jdB80LK7MZpD_HdRT9Ze6SVAnWxU864Tw30dNBytwIlNnIWnODwkwM15wrF49V0P6GnXcj7txk3l2/s1600-h/new_renGlobalParam.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsmmC26lhxUIk93gweTeeB7anTUvxSHDuQYHJ9QB_oBWKUWYt_BAPrQlS9rs2Fy89jdB80LK7MZpD_HdRT9Ze6SVAnWxU864Tw30dNBytwIlNnIWnODwkwM15wrF49V0P6GnXcj7txk3l2/s400/new_renGlobalParam.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5385697744003875010" /></a>THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0tag:blogger.com,1999:blog-4504444762051586666.post-76654196824326660802009-09-26T10:18:00.001+05:302009-09-26T10:26:21.579+05:30WHAT'S NEW IN MAYA 2010 LIGHTING AND RENDERINGNew release of autodesk Maya 2010 has improved global illumination, compatible workflow to export all the render layers/passes to autodesk Toxik, MenatalRay network rendering using autodesk Backburner. and many more. Few of the new features of Maya 2010 are given below.<br />
<br />
New stereoscopic workflow added<br />
<br />
Maya vector renderer now supported <br />
<br />
Five mental ray for Maya batch rendering licenses available for command line rendering <br />
<br />
Eight remote licenses now available for all users of mental ray satellite rendering <br />
<br />
so happy rendering.THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0tag:blogger.com,1999:blog-4504444762051586666.post-54627527307420192712009-07-25T14:35:00.009+05:302009-07-25T15:50:26.124+05:30FAKING GI WITH MAYA SOFTWARE RENDERThis tutorial describes how to fake GI by using lights in Maya software renderer, means we are going to simulate occlusion shadows within the Maya. For this I used a set available in www.3drender.com, you can download from http://www.3drender.com/challenges/index.htm . open the scene and set a camera to match the view like this.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjbZx7iPNYN61jgfQMMaTf9YGRb6O9ufB5B6yysalMDjeGhSx3dhUExRCrn07tqBDQj5Au8fohLHPtvD8cvB-IX7VVy_HKAgqf_s5dslj2eZ5SpRiEJ3UF4tdTVL2nAoynvIGZOL0-y6gN/s1600-h/cam_view.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 222px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjbZx7iPNYN61jgfQMMaTf9YGRb6O9ufB5B6yysalMDjeGhSx3dhUExRCrn07tqBDQj5Au8fohLHPtvD8cvB-IX7VVy_HKAgqf_s5dslj2eZ5SpRiEJ3UF4tdTVL2nAoynvIGZOL0-y6gN/s400/cam_view.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5362324584689982450" /></a><br />set the render settings as resolution 1920*1080, preview quality with raytrace off. We are going to use only depth map shadows. lets start the lighting. First we need to set sun light/key light by using directional light. create a directional light. adjust the light to cast afternoon kind of shadow.( usually afternoon shadows are short in length and very krisp. These should be 1:0.75 in length comparative to the object length. directional light settings should be like this..<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlNPbVJqE7aDxbFfJACfVhWR1aUyaG5m4quTn2-17ouQE4L1-kZzMd3RN1X-u1qy0qI4uL3IZHcT_RqT0sT357CaErPw9E1wfAe4DgA0vRCKX_4ronzSHDX-yi-ElxmR9_Vb4W3mdOsaTk/s1600-h/key_set.jpg"><img style="cursor:pointer; cursor:hand;width: 254px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlNPbVJqE7aDxbFfJACfVhWR1aUyaG5m4quTn2-17ouQE4L1-kZzMd3RN1X-u1qy0qI4uL3IZHcT_RqT0sT357CaErPw9E1wfAe4DgA0vRCKX_4ronzSHDX-yi-ElxmR9_Vb4W3mdOsaTk/s400/key_set.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5362326537542232594" /></a><br />match key direction to this image<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixgJVp6o31eFf3wyZehbZBxLb9300lstxnfPV_-ySL5NpUJhmFEeT0eIytJSVojtQpVTXxhCGOYVvozQ3MsGRKhUfx74VBAfXfpHmug1uNzJ8SiDfSg79D6PYkxa28hHZgPj08Gh5lz5xf/s1600-h/rndr_key+copy.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixgJVp6o31eFf3wyZehbZBxLb9300lstxnfPV_-ySL5NpUJhmFEeT0eIytJSVojtQpVTXxhCGOYVvozQ3MsGRKhUfx74VBAfXfpHmug1uNzJ8SiDfSg79D6PYkxa28hHZgPj08Gh5lz5xf/s400/rndr_key+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5362330431406442498" /></a><br />Now setup lights to get soft occluding geometry shadows on the front side wall. For this use point lights with dmap shadows with high filter size. These light attributes should be like this.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUobyuqmN9Z-DcZGMhiBcJk-2k2gI4Nsc6zqiX8RTZYzMsAJm7qrwQ6ueJnvK8134t_dPcoPIIrB0Ry-LPnYitxDgpfpUYEdgvdNfiALWnTz4qDSKNbXyMPeQZYOK7_atMrby9o2MmXy1n/s1600-h/pointLightsettings.jpg"><img style="cursor:pointer; cursor:hand;width: 232px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUobyuqmN9Z-DcZGMhiBcJk-2k2gI4Nsc6zqiX8RTZYzMsAJm7qrwQ6ueJnvK8134t_dPcoPIIrB0Ry-LPnYitxDgpfpUYEdgvdNfiALWnTz4qDSKNbXyMPeQZYOK7_atMrby9o2MmXy1n/s400/pointLightsettings.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5362331841376469970" /></a><br />and render should be like this<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpaPkUJzpthfylTfsGODTwMLjFJ2GaeX9WvHYsJC_laVA_WhxJFm28qA35vN5kfPNuHrytWY5Iij0WS4dgt7dSKqSTys9w8-d1TfSOFaaaSZh77NRQL-g12cl3s3SH721EmBlumr7nZfvi/s1600-h/rndr_win_fill_01+copy.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpaPkUJzpthfylTfsGODTwMLjFJ2GaeX9WvHYsJC_laVA_WhxJFm28qA35vN5kfPNuHrytWY5Iij0WS4dgt7dSKqSTys9w8-d1TfSOFaaaSZh77NRQL-g12cl3s3SH721EmBlumr7nZfvi/s400/rndr_win_fill_01+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5362333009146377410" /></a><br />set three more fill lights with same settings and change decay rate accordingly after setting up all the key lights the set should look like this.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7eJCBFZJbVm35jHNcBgMx_-pn4VbLUZeZENuZldplVRHBGiKMlq1k0-qTl7uri15mG-XKMF1RHpDoDWmhfkxVvVDoT8WvPLtJTXzBYXlKFmFv24-rAnraZoLzc7_r_tCRe_xSreEDIX2z/s1600-h/rndr_fill_key+copy.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7eJCBFZJbVm35jHNcBgMx_-pn4VbLUZeZENuZldplVRHBGiKMlq1k0-qTl7uri15mG-XKMF1RHpDoDWmhfkxVvVDoT8WvPLtJTXzBYXlKFmFv24-rAnraZoLzc7_r_tCRe_xSreEDIX2z/s400/rndr_fill_key+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5362337947645582786" /></a><br />Now you can see soft occlusion kind of shadows on the occluding walls archs etc..<br />And this method is useful whenever you light and render heavy BGs with complex geometry. You can save lot of time against mentalRay Ambiant occlusion caliculation. I rendered full HD resolution(1920*1080)in less than 3 minutes!THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com3tag:blogger.com,1999:blog-4504444762051586666.post-31228652627434974152009-07-13T12:15:00.005+05:302009-07-13T18:31:50.267+05:30COMPOSITING KEY SHADOW ON GROUNDThis is a simple tutorial explains you to how to composit a key shadow over a groung/floor. I used maya software render for the shadow rendering and used digital fusion for compositing. Now the task is to match renders with this below given image...<br /><br />in this image I used two different types of shadow types for table and the bottle. Bottle has transparency so I used raytraced shadows and for tabel I used regular Dmap shadows. If we use same raytraced shadows for the entire set that will drastically reduce system performance. Flexibility of multipass rendering allows us to handle this situation. Lets prepare maya scene for rendering. In this scene I used simple geometry from the noted kitchen set of Jeremy Birn. just keep two chairs, a table and floor like this...<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBjcgCo4Cteyis7S3WIinqdHq_SMJ1oXpjcApN8iDyPhD69XjV9MBcQELF-E3k208HhrT89BqCqd6EDctyuUcSUgXUOmtUE73O2Bmj_GavLEbTOE_V0oTqUp3F0YJjh856ilSUpmzNNEpx/s1600-h/scene.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 255px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBjcgCo4Cteyis7S3WIinqdHq_SMJ1oXpjcApN8iDyPhD69XjV9MBcQELF-E3k208HhrT89BqCqd6EDctyuUcSUgXUOmtUE73O2Bmj_GavLEbTOE_V0oTqUp3F0YJjh856ilSUpmzNNEpx/s400/scene.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5357837584050377826" /></a><br />Let we start creating render layers in Maya. first select floor object and create a render layer. return to master layer select table and chairs then create another render layers rename it as table and chairs. Now select table chair and floor, rename it as "key shadow_table". select table top rename create render layer and rename it as "bottle_shadow". Let render the scene. Floor layer should look like this. add appropriate lights for the render layers to cast the shadow. Just re-check the render layers.<br />1. ren_floor<br /><br />2. ren_bottle_shadow (apply usebg shader for table_top and switch off primary visibility for bottle and glass objects, turn on raytraced shadows for the light)<br /><br />3. ren_floor_shadow (apply usebg shader for floor and switch off primary visibility for table and chairs).<br /><br />4. ren_table_and_chair<br />5. ren_bottle_and_glass<br /><br />after rendering each layer output should look like this.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7DAcOgTcAuelCyW265UuyGCmwdsi8AVpW9-4AVZoVy2l-lrXS48dq4-JbZxBh0NLSxusthFxk4lOM9MqWDJW_jdeBtVZwWCwfAmxh3cdqCA7aPh4ry4FUDdMjnqMsBdXDBaBkXGOY8dXm/s1600-h/renderPasses.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 188px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7DAcOgTcAuelCyW265UuyGCmwdsi8AVpW9-4AVZoVy2l-lrXS48dq4-JbZxBh0NLSxusthFxk4lOM9MqWDJW_jdeBtVZwWCwfAmxh3cdqCA7aPh4ry4FUDdMjnqMsBdXDBaBkXGOY8dXm/s400/renderPasses.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5357916094473411922" /></a><br /><br />Now its time for Fusion.<br />Construct flow in this order.<br />ren_floor+ren_floor_shadow+ren_table_and_chair+ren_bottle_shadow+ren_bottle_and_glass.<br />and Fusion flow should look like this.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgm7bVHg08ra8fMTzqOgaBgGH_s1JuXUIfAFTpcudzrP8vGGeTUNa2UotK3Ws8xbQ9aJj37zSWB4032WYj2CXX6FLN9V6OMq4HGSDoPV7ES65LUstI_KiaNbpsn6MUxvwz0si5NLvk6rZpm/s1600-h/fuse_flow.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 223px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgm7bVHg08ra8fMTzqOgaBgGH_s1JuXUIfAFTpcudzrP8vGGeTUNa2UotK3Ws8xbQ9aJj37zSWB4032WYj2CXX6FLN9V6OMq4HGSDoPV7ES65LUstI_KiaNbpsn6MUxvwz0si5NLvk6rZpm/s400/fuse_flow.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5357918103745889154" /></a><br />And each merge from the top should give result like this...<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyj6GBNZOhuTleWEBBI1Jv8-t0BdbdMqCCU1H5moQJLqg93oZkvCOa6_RFsEzg0ND6va-q2kiJQEg-FRRP5fKOVXHdOgtxFQjyg0KqxeZgxQdQzYtRGs4Zkru01DAtiSvX4mqJ-eiItg55/s1600-h/ren_floor+ren_floor_shadow.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 222px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyj6GBNZOhuTleWEBBI1Jv8-t0BdbdMqCCU1H5moQJLqg93oZkvCOa6_RFsEzg0ND6va-q2kiJQEg-FRRP5fKOVXHdOgtxFQjyg0KqxeZgxQdQzYtRGs4Zkru01DAtiSvX4mqJ-eiItg55/s400/ren_floor+ren_floor_shadow.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5357918990478705474" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2rZ0fz3vMkA1IH1oH4LmKCgi49ryZ7kEGELA87Ok36FMZCqxkHE7q4JvgjrStlgtT8v79hyphenhyphenWstWFApJQ07M9q0qOj7fqWY7z8mZSMZ3lTdy33gXpvWBk5RNV3e34jalSQNtHjtXHf5shN/s1600-h/ren_floor+ren_floor_shadow+ren_table_and_chair.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 224px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2rZ0fz3vMkA1IH1oH4LmKCgi49ryZ7kEGELA87Ok36FMZCqxkHE7q4JvgjrStlgtT8v79hyphenhyphenWstWFApJQ07M9q0qOj7fqWY7z8mZSMZ3lTdy33gXpvWBk5RNV3e34jalSQNtHjtXHf5shN/s400/ren_floor+ren_floor_shadow+ren_table_and_chair.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5357920025461901250" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_8YffgroC4RpL1cj90xa21c2Sqw_E2Sh4831NjlhzuDRZQUn4W2iH03CXMqGVB_ACrMgXlUf-tfvdaZu1u_GguoWcHuE5kpbsDBRHXe91iYa2NUqzVyU_YjUPv6IaCa0raQs8iTgMxOhd/s1600-h/ren_floor+ren_floor_shadow+ren_table_and_chair+ren_bottle_shadow.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 223px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_8YffgroC4RpL1cj90xa21c2Sqw_E2Sh4831NjlhzuDRZQUn4W2iH03CXMqGVB_ACrMgXlUf-tfvdaZu1u_GguoWcHuE5kpbsDBRHXe91iYa2NUqzVyU_YjUPv6IaCa0raQs8iTgMxOhd/s400/ren_floor+ren_floor_shadow+ren_table_and_chair+ren_bottle_shadow.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5357921662121723874" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3pcppwV_ec_nII9dntntEFS2zcjJhF8TIc3su9brAydIhLwpvvQqODlM5TmJALOcfb3zDtJK0u4ea25BUefxbp12uCHf0e5kTyTvaueyvvSmYrVwfvCJ0DGsyQHFBmB6rY1I6R0QglnHK/s1600-h/final_comp.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 223px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3pcppwV_ec_nII9dntntEFS2zcjJhF8TIc3su9brAydIhLwpvvQqODlM5TmJALOcfb3zDtJK0u4ea25BUefxbp12uCHf0e5kTyTvaueyvvSmYrVwfvCJ0DGsyQHFBmB6rY1I6R0QglnHK/s400/final_comp.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5357922329420660802" /></a>THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0tag:blogger.com,1999:blog-4504444762051586666.post-20828553527096711892009-07-02T12:52:00.005+05:302009-07-02T13:27:19.022+05:30DIGITAL FUSION---EXTRACTING ALPHA WITH CHANNEL BOOLEANWe usually use channel boolean to cut get an alpha channel out of a rgb image. for this we need one alpha channeled image in extra to the rgb image. This tutorial shows you to extract alpha channel from a rgb image. here we have images of a BG and a character without alpha channel and one character image with alpha channel. Now with this image you can cut the charter alpha channel(usually it is available in master beauty pass if you are rendering with multipass render) and apply it on bg in order to composite the bg and character together. we have footage of bg split into AO pass and color pass. character footage in one image without alpha and another with alpha. Now construct the flow. first add bg AO and Color with multiply apply mode. drag a channel boolean node from the tool tab to flow area connect its background connection to the character image without alpha. again connect its foreground connection to character image with alpha. Now merge this connection with bg merge. Now character and bg will be composited. character stays on BG! follow the below images to understand the "channel boolean" tool and the construction of the flow.<br />channel boolean tool settings.....<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgobf5j0ZGEtqkiv7kycRi7wZ8DAwYN6KBU66vFlKSm4rKEDlbWs9LfC8MzS0aPRC2lEt0jsQtLqStr0wprBQ2qYgD4QmFUTdBfUNlE88ec2IvuUOS8Dzs0CrfwZtz9Wuq_T4DHPnL6Geg2/s1600-h/cb_t_set.jpg"><img style="cursor:pointer; cursor:hand;width: 273px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgobf5j0ZGEtqkiv7kycRi7wZ8DAwYN6KBU66vFlKSm4rKEDlbWs9LfC8MzS0aPRC2lEt0jsQtLqStr0wprBQ2qYgD4QmFUTdBfUNlE88ec2IvuUOS8Dzs0CrfwZtz9Wuq_T4DHPnL6Geg2/s400/cb_t_set.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5353766691267094114" /></a><br />channel boolean connections....<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtlnJBsqQ1colDsUka77fmf4IEKTZIcO1E2QfqLhhRHBR4_UXFdbyJAw2-a7YQ89BhttzVuAajlifQFwIA0aLuPmXhSjXKBt8VBQ2Aw8VW14IWG4kfbXrwtEcji8UzxayrjiqsJWRgp4CU/s1600-h/cb_connections.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 216px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtlnJBsqQ1colDsUka77fmf4IEKTZIcO1E2QfqLhhRHBR4_UXFdbyJAw2-a7YQ89BhttzVuAajlifQFwIA0aLuPmXhSjXKBt8VBQ2Aw8VW14IWG4kfbXrwtEcji8UzxayrjiqsJWRgp4CU/s400/cb_connections.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5353767153850406674" /></a><br />the final final should be like this....<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUlbnhXuIcX0qAn4xkNZTecj3N3-4m37qUNNQ_1xFmDycykhKaN2eb0QxEAV6GLEW2pN9tuYt-ychXGGYoPs98kw6kV_MZlP85Xx8wDhnFVsJq8UvUVukTbPpvaa1lvilgbOxtq8Hw9-n9/s1600-h/flow_cb.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 183px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUlbnhXuIcX0qAn4xkNZTecj3N3-4m37qUNNQ_1xFmDycykhKaN2eb0QxEAV6GLEW2pN9tuYt-ychXGGYoPs98kw6kV_MZlP85Xx8wDhnFVsJq8UvUVukTbPpvaa1lvilgbOxtq8Hw9-n9/s400/flow_cb.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5353768207035523906" /></a>THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0tag:blogger.com,1999:blog-4504444762051586666.post-26573944921676102922009-07-02T10:54:00.015+05:302009-07-02T12:45:46.036+05:30LIGHTING AN INTERIOR SET<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjI-l5r3FgIdVa9LdCELZpCRkS405ZRHMrh2q-Zw90eYzdBZxiWOI56pZNX2GY1Ntd2Oi5lcXNIkn5uUotYBnyeXWJEpvnN0r0UGrSj-UVwuSV2Giazcb11AOBBJHvohpYAWW6DJMEyh1_5/s1600-h/tut_002_3.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjI-l5r3FgIdVa9LdCELZpCRkS405ZRHMrh2q-Zw90eYzdBZxiWOI56pZNX2GY1Ntd2Oi5lcXNIkn5uUotYBnyeXWJEpvnN0r0UGrSj-UVwuSV2Giazcb11AOBBJHvohpYAWW6DJMEyh1_5/s400/tut_002_3.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5352670346338520850" /></a><br />Now the task is to match this image's look and feel. This interior scene modeled by Jeremy Birn. This scene contains only shader colors and no textures at all. We are going to lit it with maya using maya software in single pass. timing is Night.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioyFi25KDGnyzrQdmnRV3_DO5o37x4rXJmoxTs6Uz6cCHdQZrzI4ooc05SexcwRTljc27rBtxmAVPG-LAnw1j5pvgrWly6J7aPv07TBhAX8G8moS3h4HECsKJ4UcZTxkwYZm7vfZQ6FakX/s1600-h/scene.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 242px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioyFi25KDGnyzrQdmnRV3_DO5o37x4rXJmoxTs6Uz6cCHdQZrzI4ooc05SexcwRTljc27rBtxmAVPG-LAnw1j5pvgrWly6J7aPv07TBhAX8G8moS3h4HECsKJ4UcZTxkwYZm7vfZQ6FakX/s400/scene.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5353731093722367410" /></a><br />First you should set the key direction. this is night lighting so we use cool moon light as our key. for this I used direction light as the key. Edit key lights attributes to match this settings....<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEF0UW2U5GZOT_dm5gO8rDVqO6YZGogtGCnumFlQDihMsVUfp8HtWfQGYR36GO5mcMsSVf6IgGWcSS1xK_Q128gNlP17IcwohSo_n2EWC9qdtEHbq1s0qYXNUoFWetz8twzevZG_RfQamB/s1600-h/key_att.jpg"><img style="cursor:pointer; cursor:hand;width: 246px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEF0UW2U5GZOT_dm5gO8rDVqO6YZGogtGCnumFlQDihMsVUfp8HtWfQGYR36GO5mcMsSVf6IgGWcSS1xK_Q128gNlP17IcwohSo_n2EWC9qdtEHbq1s0qYXNUoFWetz8twzevZG_RfQamB/s400/key_att.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5353733086432515522" /></a><br />adjust the key position like this and you should get the render like this image.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioqU6HTRj1ml4h0ytnLeIpGJRuazibVLco343jB8GmSOb4lSZmWDkP-mfFveuiA8m_vB_kLXeGfyeNvYhdhEkz8bXHxXisNi5ISGgwVI8cU1ZGKtld-tljZJdAwwhFbmqlvr7l1I-eYW_k/s1600-h/key_po_ren.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 110px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioqU6HTRj1ml4h0ytnLeIpGJRuazibVLco343jB8GmSOb4lSZmWDkP-mfFveuiA8m_vB_kLXeGfyeNvYhdhEkz8bXHxXisNi5ISGgwVI8cU1ZGKtld-tljZJdAwwhFbmqlvr7l1I-eYW_k/s400/key_po_ren.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5353736588647838530" /></a><br />Now set fill lights for wall, ceiling, and room. and settings for all the fill lights are shown below... <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW_6w8DKw7rYEakuk_H_mTTC6z-rZF-IJBvJzqITfwLIkoJmwF3xF5NJDg3A8IgES2y1csAROP_ROAmffYde-rG-nP63iLfeEE9OmDGIL9rlf9XmIO4-ZFMmiD0flnleQf4WhyphenhyphenAAKyILAZ/s1600-h/fill_lit_set.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW_6w8DKw7rYEakuk_H_mTTC6z-rZF-IJBvJzqITfwLIkoJmwF3xF5NJDg3A8IgES2y1csAROP_ROAmffYde-rG-nP63iLfeEE9OmDGIL9rlf9XmIO4-ZFMmiD0flnleQf4WhyphenhyphenAAKyILAZ/s400/fill_lit_set.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5353739672287952930" /></a><br />adjust the positions accordingly. The final position of the fill lights for wall, cieling and room should look like below given image.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjYxgUOmB0fbhPkLvX9G3Kz2kNQi1CQmT9MDquBl3p9NiEEKiFD4qRbvSj80EzUCLlqjVQa69EYtVtuXzu7AshQgVY3jW3GduXQox3T4kG68sJupH54mxMn5vfgY5D_Q4999WGMcbLIERP/s1600-h/fill_lit_set_pos.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjYxgUOmB0fbhPkLvX9G3Kz2kNQi1CQmT9MDquBl3p9NiEEKiFD4qRbvSj80EzUCLlqjVQa69EYtVtuXzu7AshQgVY3jW3GduXQox3T4kG68sJupH54mxMn5vfgY5D_Q4999WGMcbLIERP/s400/fill_lit_set_pos.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5353742185006795826" /></a><br />and the renders should look like this...<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQeV_EogktYUopDsrD_bH5HblTcL78g5pJOhZD9oiqdiehmcY61dISMfp0l2fiApegPlXslXn3rAnIJ5ORTIbCM1SwBtcp-y6q47sCWh-dvy7DKpTugC64bUrRAvOIY0n9m9sUVcqT074x/s1600-h/fills_rend.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 243px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQeV_EogktYUopDsrD_bH5HblTcL78g5pJOhZD9oiqdiehmcY61dISMfp0l2fiApegPlXslXn3rAnIJ5ORTIbCM1SwBtcp-y6q47sCWh-dvy7DKpTugC64bUrRAvOIY0n9m9sUVcqT074x/s400/fills_rend.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5353745245624078818" /></a><br />now add a window key light to illuminate the window sides showing the key, use a point light with no decay and put a cool color with intensity of 0.750, dmap shadows on with dmap resolution of 1024 and sample 10.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuCb-0r3O0pxD3ac-jPHRkhh-kk28QNG1ADJOvml2xb4ccHmvPzmEPzlXN6Wxl8Hv6V_WdAQ5QibCQlRfbQYsiJsRNU2rNPyCOuzygZMpHmcEk-p2wcLroNud-L2Su5VzWpF9JKepEmCqo/s1600-h/wind_key_ren.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuCb-0r3O0pxD3ac-jPHRkhh-kk28QNG1ADJOvml2xb4ccHmvPzmEPzlXN6Wxl8Hv6V_WdAQ5QibCQlRfbQYsiJsRNU2rNPyCOuzygZMpHmcEk-p2wcLroNud-L2Su5VzWpF9JKepEmCqo/s400/wind_key_ren.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5353748157125843682" /></a><br />Now add a fill light for floor. with settings of intensity 0.175, color cool blue, cone angle 120, dmap size 256 with sample 8, dmap focus 50. match with this image<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjM_H83l8B0ZzrSODnDn6OexsgLYnSFh6lX3t38ToLh3F9bmclHG32OvVsUA1EM2DgLm7AVp8zGIC4ch48L780Lf6kE2EhjbqLk51vlkyBOkAHk7RrZzq6C09dpcqmZLW7lLZE16luA8jeu/s1600-h/floor_fill+copy.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjM_H83l8B0ZzrSODnDn6OexsgLYnSFh6lX3t38ToLh3F9bmclHG32OvVsUA1EM2DgLm7AVp8zGIC4ch48L780Lf6kE2EhjbqLk51vlkyBOkAHk7RrZzq6C09dpcqmZLW7lLZE16luA8jeu/s400/floor_fill+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5353750478990317058" /></a><br />add one rim light for chimney with 0.2 intensity. leave rest of the settings to default. Add a fire light(a point light) and place in to the fireplace area with warm orange color with settings of intensity 8.750, decay-linear, dmap size 256, filter size 10. match render to this image.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgunZCfn8Cuo-rwGk2mXqg9EYnoxGs_63EZG7Br136ScHlOosSGidO74XsHHbRrE6QI9cHlKK0eEwaV0Rgm_O8fVYGx4NqPaJAhj6flr_sUsUtTNV8BJIfqr1R9U7716D7oQq4inBq9S3tK/s1600-h/fire_place_ren+copy.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgunZCfn8Cuo-rwGk2mXqg9EYnoxGs_63EZG7Br136ScHlOosSGidO74XsHHbRrE6QI9cHlKK0eEwaV0Rgm_O8fVYGx4NqPaJAhj6flr_sUsUtTNV8BJIfqr1R9U7716D7oQq4inBq9S3tK/s400/fire_place_ren+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5353753278303795650" /></a><br />now add lights for fireplace's stacking tubes <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixkx-1-N1sTqSvS8IF-NoBQ6duYIBej35Hx_ByorCEIp9ksvt1A70zbKeeAlIAV8SAovHywbYPEMvTkTQp7HKMxvtckJiiBYrNORHtQa4mBa7cJauIWrQvhxtR2DuV9MzwCHiZbDhLfqje/s1600-h/fire_stac+copy.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixkx-1-N1sTqSvS8IF-NoBQ6duYIBej35Hx_ByorCEIp9ksvt1A70zbKeeAlIAV8SAovHywbYPEMvTkTQp7HKMxvtckJiiBYrNORHtQa4mBa7cJauIWrQvhxtR2DuV9MzwCHiZbDhLfqje/s400/fire_stac+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5353754757058931010" /></a><br />now fine tune rest of the objects by adding appropriate rim fill and kicker lights. and the final image looks like this.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjK9Tb5QPRXfj6UEQSJwuNPWqXUknbTzFCLwul3v7wrTubAVDGHcgZk_I5AFvDvZqUE949G-A6k3OrDX1dBdcDHf5paW8lrUaBFFxxxhPMGN_JdXoivM8LvzaSYPOCgafgVytcOQqmAXlR_/s1600-h/final_rend+copy.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjK9Tb5QPRXfj6UEQSJwuNPWqXUknbTzFCLwul3v7wrTubAVDGHcgZk_I5AFvDvZqUE949G-A6k3OrDX1dBdcDHf5paW8lrUaBFFxxxhPMGN_JdXoivM8LvzaSYPOCgafgVytcOQqmAXlR_/s400/final_rend+copy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5353757908883379314" /></a>THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com1tag:blogger.com,1999:blog-4504444762051586666.post-47740248115658351232009-07-02T09:11:00.003+05:302009-07-02T10:53:56.983+05:30DIGITAL FUSION TOOLS --- CHANNEL BOOLEANchannel Boolean helps us to extract a particular channel of our choice. It exactly works like "sets" in mathematics. if you have 3 channels RGB combined in an image without Alpha channel then you can extract alpha channel from the available color information channels. below picture shows visual information about this tool. <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOCbsxauXAXTPwpEwGfBOuqQW6mj9Ru1LfZqpWSpFdDqJf4G-Q4VAGU6mgSAHHKq1nTcsw33rscMZv99KYM2XuUOkOfdVrzRXml_dApYQHjbSGoJNzgYHOKXOjiGMSwpk8btkjfyuFV58U/s1600-h/channelBoolean.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 105px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOCbsxauXAXTPwpEwGfBOuqQW6mj9Ru1LfZqpWSpFdDqJf4G-Q4VAGU6mgSAHHKq1nTcsw33rscMZv99KYM2XuUOkOfdVrzRXml_dApYQHjbSGoJNzgYHOKXOjiGMSwpk8btkjfyuFV58U/s400/channelBoolean.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5353707643064987010" /></a>THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0tag:blogger.com,1999:blog-4504444762051586666.post-26542072414159695492009-06-29T13:07:00.002+05:302009-07-02T10:53:56.984+05:30NEXT POSTING......<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjI-l5r3FgIdVa9LdCELZpCRkS405ZRHMrh2q-Zw90eYzdBZxiWOI56pZNX2GY1Ntd2Oi5lcXNIkn5uUotYBnyeXWJEpvnN0r0UGrSj-UVwuSV2Giazcb11AOBBJHvohpYAWW6DJMEyh1_5/s1600-h/tut_002_3.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjI-l5r3FgIdVa9LdCELZpCRkS405ZRHMrh2q-Zw90eYzdBZxiWOI56pZNX2GY1Ntd2Oi5lcXNIkn5uUotYBnyeXWJEpvnN0r0UGrSj-UVwuSV2Giazcb11AOBBJHvohpYAWW6DJMEyh1_5/s400/tut_002_3.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5352670346338520850" /></a>THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0tag:blogger.com,1999:blog-4504444762051586666.post-53206335848697968232009-06-27T12:25:00.000+05:302009-07-02T10:53:56.984+05:30CG LIGHTING---COMPOSITING ESSENTIALSI use Digital Fusion to composite renderd images. Its easy and userfriendly application with node based advantage. Let we take look of the work space and work flow of Digital Fusion. this is the interface of Fusion. <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPTFj25EY0SI5hwBIjQNPZFBldGqEX7QxZbHsTXLSbiOwf-osKctBH3MraU3fxeXB3AGT2_um2KusmkI7pr3FhJBuOm8doa-0bQYMl-VX-X8Xo-qcT-j9FsHdQE5Xqu7VHNH8jDUhghhBM/s1600-h/fusionUI.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 242px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPTFj25EY0SI5hwBIjQNPZFBldGqEX7QxZbHsTXLSbiOwf-osKctBH3MraU3fxeXB3AGT2_um2KusmkI7pr3FhJBuOm8doa-0bQYMl-VX-X8Xo-qcT-j9FsHdQE5Xqu7VHNH8jDUhghhBM/s400/fusionUI.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351900449913703282" /></a><br />now import footage in to Fusion by browsing the footage/render images directory and just drag the image file or image sequence to the flow window, imported footage become a node in Fusion, like layers in After Effects. In After Effects you need to arrange layers the layers one top of another. But in fusion you need to connect the nodes(layers) when ever you connect two nodes Fusion will create an extra node called "merge" merge allows you to change the layer apply mode (blend mode in AE) and one blend attribute.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNNCj03S2ubBOnvrlfyFFM7dBxAzRqqDTZAOQq2TRlCD8s748xuHidYuKMwfVELHtESX5ER2XhGaP6FzkFP56w7jw1rYStT2yJq_SqW5szicXLk_tOWAHjgNjQMPnA3usL3frGEmIjINNz/s1600-h/nodes.jpg"><img style="cursor:pointer; cursor:hand;width: 258px; height: 164px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNNCj03S2ubBOnvrlfyFFM7dBxAzRqqDTZAOQq2TRlCD8s748xuHidYuKMwfVELHtESX5ER2XhGaP6FzkFP56w7jw1rYStT2yJq_SqW5szicXLk_tOWAHjgNjQMPnA3usL3frGEmIjINNz/s400/nodes.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351903521302090770" /></a><br />merge node and tool options like this<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXEev8w6E3C9xC_yB7UYVSgIxOClT8ghdwWvXeGT4ya1UyxrwMi-JRDhl4k8kk7-NHlFlIEUmz0AVS-ud7_HvOoN1F-IpoVYmiONTKYjs83oi1a6wFR3ujf7fZXFUrsAfL5yiM4eS9salC/s1600-h/options.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 229px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXEev8w6E3C9xC_yB7UYVSgIxOClT8ghdwWvXeGT4ya1UyxrwMi-JRDhl4k8kk7-NHlFlIEUmz0AVS-ud7_HvOoN1F-IpoVYmiONTKYjs83oi1a6wFR3ujf7fZXFUrsAfL5yiM4eS9salC/s400/options.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351904778644502226" /></a><br /><br />now you can choose merge apply mode in tool window to get required effect. usually we choose multiply for Occlusion and screen for rest of the nodes (like key fill rim spec etc.....) after connecting all the nodes just drag the final merge into preview window so you will see the final result of that merge/flow. <br />SAVING AND RENDERING TO IMAGE OR MOVIE FORMAT:<br /><br />to render the flow into image or movie format you need to connect a "saver" to the flow. saver tool is available in the tools menu under I/O sub-menu like this...<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKaqTSB45FcoHu15NFJ0EmqDjZ4y8hpf_h25XqBzpc5zZ2Z8PFOJJiKR7XfK6_csFdFa2HPH7saHurPhRamvxMr6vYkdRQe1Kfjaex7hOy-3MLvi2AiOYa_stHgCaKjkWCnoSsUOxyfiVk/s1600-h/tools_menu.jpg"><img style="cursor:pointer; cursor:hand;width: 275px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKaqTSB45FcoHu15NFJ0EmqDjZ4y8hpf_h25XqBzpc5zZ2Z8PFOJJiKR7XfK6_csFdFa2HPH7saHurPhRamvxMr6vYkdRQe1Kfjaex7hOy-3MLvi2AiOYa_stHgCaKjkWCnoSsUOxyfiVk/s400/tools_menu.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351907662889962626" /></a><br />after connecting saver options window will open and asks for the out put path/directory. choose a directory to save the output in desired format.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7ZvJz4BMRnR-vDuxZ2cuf6B1yA906u55xXtVrcxgsILMGjclZWLm_X9Y37gbj0piegbtyWbmc0tzMLa5K-4Rs5CtKwPOuUc501Njpx9toMBrlgNTtRyiTPtBYO10Rn43_XOicnTiEn3dF/s1600-h/save_opt.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 271px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7ZvJz4BMRnR-vDuxZ2cuf6B1yA906u55xXtVrcxgsILMGjclZWLm_X9Y37gbj0piegbtyWbmc0tzMLa5K-4Rs5CtKwPOuUc501Njpx9toMBrlgNTtRyiTPtBYO10Rn43_XOicnTiEn3dF/s400/save_opt.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351909675633076914" /></a><br /><br />render the out put and enjoy.....THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0tag:blogger.com,1999:blog-4504444762051586666.post-40212006567047561472009-06-26T15:26:00.001+05:302009-06-27T16:05:20.312+05:30MAYA 2009 NEW LIGHTING FEATURESHey guys let we explore new lighting features in MAYA 2009. Here is a simple tutorial using MAYA-DIGITAL FUSION. This tutorial based on the newly introduced render passes in lighting. The task is to match the look and feel of this image.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYmylAtFUwkQkavg-8RRx2Hr6OtsR2pyrUlZ08T37DBKyy-15a51qoAHtG2jv0RcKzKB5jhdHnRzzAkPhYgMGQ2uos2G3lxAo0ouGBhysQGTLjXq0JV0HKIShXqxVqC8YcfUOCbS1FEivm/s1600-h/robo.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 257px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYmylAtFUwkQkavg-8RRx2Hr6OtsR2pyrUlZ08T37DBKyy-15a51qoAHtG2jv0RcKzKB5jhdHnRzzAkPhYgMGQ2uos2G3lxAo0ouGBhysQGTLjXq0JV0HKIShXqxVqC8YcfUOCbS1FEivm/s400/robo.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351575188568634050" /></a><br /><span style="font-style:italic;">modeled by Juan Carlos Silva.</span><br /><br />Maya 2009 allows us to render our scene in to multiple passes like Ambient Occlusion, <br />diffuse material color, specular, shadow, indirect, incandescent, translucence, indirect etc.. this method gives us greater comfort to fine tune the output quality in post by using softwares like Fusion,shake, AF etc.... let we start lighting.<br /><br />Maya scene looks somewhere like this<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhznj4qHjqdXovRKHOoe9Y9l03iDvEC8w10Sp7dT9zSu1sskFLjzNpMBOo-E0mexmkoBKK6GIGKa0qes8igM8v5fRavOWzwoxfPxi2rEuUnHVyNQq0V-nZbZEvXlh-T7kOQ-JF5P6V8rDF_/s1600-h/scene_UI.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 234px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhznj4qHjqdXovRKHOoe9Y9l03iDvEC8w10Sp7dT9zSu1sskFLjzNpMBOo-E0mexmkoBKK6GIGKa0qes8igM8v5fRavOWzwoxfPxi2rEuUnHVyNQq0V-nZbZEvXlh-T7kOQ-JF5P6V8rDF_/s400/scene_UI.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351577842859156146" /></a><br /><br />Now create render layers for floor,occlusion,key,fill,rim,shadow and topfill.<br />after creating all the render layers your layer editor should look like this<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPwj2MFpov7m5psyK_S4CW92BOBMurgTdWohyphenhyphengILFIyO7V9VzPsu9gSSA1ueD2_m32OWKRVOKxX3bFTiyxitP7rzTqEXHdvEzNzlPs3opNG5kCHsUlbJwUH2zTdbNL147qPGhM1Bch7Ciu/s1600-h/layer_editor.jpg"><img style="cursor:pointer; cursor:hand;width: 370px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPwj2MFpov7m5psyK_S4CW92BOBMurgTdWohyphenhyphengILFIyO7V9VzPsu9gSSA1ueD2_m32OWKRVOKxX3bFTiyxitP7rzTqEXHdvEzNzlPs3opNG5kCHsUlbJwUH2zTdbNL147qPGhM1Bch7Ciu/s400/layer_editor.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351580149835187234" /></a><br />Use four lights key,rim, fill and topfill. add each light into its respective render layer. <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJdFPI39IKIA9DLOpZidoHmNf608ceFFX96_juW4wc_7H0PMbby9CA3GxmLGDeltSVTEOIdKu2kOVt3pb1nL0al6AhKeEVqenwj9JOzkb-9078iiKqocFwaSa39vUQisbqjQhCQ78z8OOz/s1600-h/outliner.jpg"><img style="cursor:pointer; cursor:hand;width: 345px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJdFPI39IKIA9DLOpZidoHmNf608ceFFX96_juW4wc_7H0PMbby9CA3GxmLGDeltSVTEOIdKu2kOVt3pb1nL0al6AhKeEVqenwj9JOzkb-9078iiKqocFwaSa39vUQisbqjQhCQ78z8OOz/s400/outliner.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351583089039860418" /></a><br />Now the important task adding passes to layers. Make sure that mental ray selected in render using option in your render settings tab. it should look like this...<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiW5eN2n6W-tZtuvXDGJfwU8b0gzz1QTH6-ZceNLtw23elXIquf2ImvQuCm-7x1-7-thHanya-U0ZZpevEf1w-hURrbyWskUJQokC9glNUqprxDPP-5-2QsZJPCAuwRiWESMPFeQLyKIffv/s1600-h/renset.jpg"><img style="cursor:pointer; cursor:hand;width: 388px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiW5eN2n6W-tZtuvXDGJfwU8b0gzz1QTH6-ZceNLtw23elXIquf2ImvQuCm-7x1-7-thHanya-U0ZZpevEf1w-hURrbyWskUJQokC9glNUqprxDPP-5-2QsZJPCAuwRiWESMPFeQLyKIffv/s400/renset.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351585212461445138" /></a><br />in extra to light passes our character needs one occlusion pass. light is not required for occlusion pass. to get the correct occlusion you have to make some changes in the render settings window. first go to the passes tab and click on create new render pass button, this will open a another window contains different render pass options. choose AO, diffuse material color passes form the window. like this.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMgc1dB_p4R-mnPn3CV_pF-WeLb8q_4y_IaKstn1GSXcHjNN4EQLserc3WgE7TpjmLj8KyTSkpqHnM7boAURDBko6Cw_o_t21CfbwsHciZdn3befGYboNu0E5x2t5dlcumKP-Pm1J9vp9_/s1600-h/renpasswin.jpg"><img style="cursor:pointer; cursor:hand;width: 360px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMgc1dB_p4R-mnPn3CV_pF-WeLb8q_4y_IaKstn1GSXcHjNN4EQLserc3WgE7TpjmLj8KyTSkpqHnM7boAURDBko6Cw_o_t21CfbwsHciZdn3befGYboNu0E5x2t5dlcumKP-Pm1J9vp9_/s400/renpasswin.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351587391567895858" /></a><br />after creating render passes in order to render with the particular render layer we need to associate that pass with render layer by adding the render passes in to associate passes window. Now its time to set the values for Ambient Occlusion calculation. Ambient Occlusion option is available in indirect tab. opt for final gathering and Ambient Occlusion set the final gather accuracy 100 and rays 512 in Ambient Occlusion. like this<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi87kaDcpC22XKdN8a-HmUbGpkRofYZfGXRgap809SsqXfqWKEBBt9QEnBlZassUIhAdZjSIbteWi5bZakuiLkCJ8Ag8u4f5k61jd2T8JjioBtdvrcK16pS6P47FMAZbwDwQGT-e8pqXRqN/s1600-h/indirect_set.jpg"><img style="cursor:pointer; cursor:hand;width: 353px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi87kaDcpC22XKdN8a-HmUbGpkRofYZfGXRgap809SsqXfqWKEBBt9QEnBlZassUIhAdZjSIbteWi5bZakuiLkCJ8Ag8u4f5k61jd2T8JjioBtdvrcK16pS6P47FMAZbwDwQGT-e8pqXRqN/s400/indirect_set.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351590686492436722" /></a><br />for all the light passes choose maya software as renderer.Be sure every renderusing option must be overrided.(except for key we need specular pass for the key light) for key light add only specular pass. render key shadow on the floor as a seperate pass. for this select character and floor create a render pass rename that render layer as "Shadow". assign use background shader to floor. select the robo and go to the attribute spreadsheet window switch off primary visibility and recieve shadow options in the render tab.finally add key light in this render layer. select all the floor items and switch off cast shadow option. this will give you rendered shadow in alpha channel. adjust the light positions as required by the scene. turn on the shadows for each and every light. now its time to render. set appropriate project directory and render single frame using maya batchrender. It gives images like this.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvlF4YZ9YW5y3JW8ELKMV2hP6T-0pTRKEX2mNu5uc_I80-QCh9xtbcsSj9-gxBnRdPP7zMgPVEr0bBzTALzhyPZ5fE4BweKZcS-a_Rweme4jvy1uSrC9_G79zOb1pj8cRXdSGtawdxHR7O/s1600-h/folders.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 204px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvlF4YZ9YW5y3JW8ELKMV2hP6T-0pTRKEX2mNu5uc_I80-QCh9xtbcsSj9-gxBnRdPP7zMgPVEr0bBzTALzhyPZ5fE4BweKZcS-a_Rweme4jvy1uSrC9_G79zOb1pj8cRXdSGtawdxHR7O/s400/folders.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351639061195145154" /></a><br />and all the passes looks like this image.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2yXrLhuF9NqCcRI8NW_XbZ1SBUiqqJXn_jimY3qIt8Kmn8w2u-wWgw8Nf4rCibQSf1L5A4eokfjXT57e61DyBz4Adi_b7eI5LI3PAlOhmX7wh7KgTuHcPwxk1UX6sOiQlONN_ZDCpgogo/s1600-h/passes.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 300px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2yXrLhuF9NqCcRI8NW_XbZ1SBUiqqJXn_jimY3qIt8Kmn8w2u-wWgw8Nf4rCibQSf1L5A4eokfjXT57e61DyBz4Adi_b7eI5LI3PAlOhmX7wh7KgTuHcPwxk1UX6sOiQlONN_ZDCpgogo/s400/passes.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351645650283967058" /></a><br /><br />now its time for compositing... open digital fusion and import all the images into.<br />start with char_diffuse material clor connect to occlusion node and choose multiply in apply mode option. like this<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjR9qFseZKoAzHttAhoSPOaQ2M8EKqz5ZTa1A2Ii28abEINBERAioF7DnsCLdzqNtzOibfM1dqkx7AaJrzbmaktBYrPZtkj837a7oEo9H4FhK_lQpttrwaGnHN_R8IcL3Sr2-dWFIoena-e/s1600-h/merge1.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 147px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjR9qFseZKoAzHttAhoSPOaQ2M8EKqz5ZTa1A2Ii28abEINBERAioF7DnsCLdzqNtzOibfM1dqkx7AaJrzbmaktBYrPZtkj837a7oEo9H4FhK_lQpttrwaGnHN_R8IcL3Sr2-dWFIoena-e/s400/merge1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351648646642357234" /></a><br />keep on constructing the Fusion flow... and final flow should look like this.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2c1kenmL5_QPnS46apWByZ6fPV0vG8EK9UucE6nF5xSfNoIKsNtiKN0oVzombyj9vGwDimcnrwCPlYYvM_yKFnqfioFr_VNbjWLxjBz4lFZc5MeD-dFo9NUgdPRRMlaHcACVfbOO1Q_0o/s1600-h/fusion_flow.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 178px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2c1kenmL5_QPnS46apWByZ6fPV0vG8EK9UucE6nF5xSfNoIKsNtiKN0oVzombyj9vGwDimcnrwCPlYYvM_yKFnqfioFr_VNbjWLxjBz4lFZc5MeD-dFo9NUgdPRRMlaHcACVfbOO1Q_0o/s400/fusion_flow.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351649389321438130" /></a><br />and your final image in fusion will look like this.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWIEIoGIaWunO2RSJpVkLvNfZjfphj0QHV4EZzyy98dpuhm_locyAmRlwz5TN3IK8tGqYajqdUCMK0UBp5MAeqilSM8Ii0P8v6AMnTLkunJt12npbcTRqGtH0qUQm7yR6AYrAmMV9WdkPf/s1600-h/robo.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 257px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWIEIoGIaWunO2RSJpVkLvNfZjfphj0QHV4EZzyy98dpuhm_locyAmRlwz5TN3IK8tGqYajqdUCMK0UBp5MAeqilSM8Ii0P8v6AMnTLkunJt12npbcTRqGtH0qUQm7yR6AYrAmMV9WdkPf/s400/robo.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5351649810624281554" /></a><br /><br />so this is the basic workflow for Maya 2009 render passes. practice it and enjoy. if you have any doubt just mail me on "cglighting@gmail.com"... more tuts are on the way coming soon keep visiting my blog.THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0tag:blogger.com,1999:blog-4504444762051586666.post-36139871447346106312008-09-29T21:59:00.000+05:302009-07-02T10:53:56.985+05:30GETTING GOOD OCCLUDING SHADOWS/CONTACT SHADOWSAmbient occlusion is very very important to get good object details in multi pass renderings. Let we see how to get good occlusion using mentalray for maya. For this I used a downloaded model, it looks like this in wire frame view.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwIf6Q2WGV20dH3qfcAetxSo8TkTwd_xJedRBis4O-NZDaIVZXhRQ0fBoAfwoACSDp3tZ85s9Tgqn1wNF6sWy_CQ2YVmddkIc8H8Fqo6cEmmOk0h2FSD6BhlHFmMP2-rwfQx2Dekq0hg2_/s1600-h/scene.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwIf6Q2WGV20dH3qfcAetxSo8TkTwd_xJedRBis4O-NZDaIVZXhRQ0fBoAfwoACSDp3tZ85s9Tgqn1wNF6sWy_CQ2YVmddkIc8H8Fqo6cEmmOk0h2FSD6BhlHFmMP2-rwfQx2Dekq0hg2_/s320/scene.jpg" alt="" id="BLOGGER_PHOTO_ID_5251484198798690738" border="0" /></a><br /><br /><br />let us render with default shader Lambert !<br /><br /><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVnKEcxQ3rRypmga3EZaX8YGYNwNG79t7xhj8SmwkaM-DD1viXpFDu-SYUSHNb94Jt5HBuLhn96YaHlpnyb4ATYBNnsALRnGbQQsg4yreXl26E2CjR3dK42vU5mcoV3oTHIF6i-c2qh4Fn/s1600-h/lambrt.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVnKEcxQ3rRypmga3EZaX8YGYNwNG79t7xhj8SmwkaM-DD1viXpFDu-SYUSHNb94Jt5HBuLhn96YaHlpnyb4ATYBNnsALRnGbQQsg4yreXl26E2CjR3dK42vU5mcoV3oTHIF6i-c2qh4Fn/s320/lambrt.jpg" alt="" id="BLOGGER_PHOTO_ID_5251486344555485170" border="0" /></a><br /><br />Now let us prepare occlusion shader using mentalray utility " mib_amb_occlusion " to get mentalray utilities in hypershade we need to check 'mayatomr.mll' in plug-in manager. as shown in this picture.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgO42kkObZx48U72wOSVkbM5_qLOQpU02oL0ndAfy8l8urPMBrzkpkQk5jRCt8H64MV8fh71Th42CUkn4mk2q9m_YePmeQZMPEEw0YUnfeftBuX-DpSw4nOU9Il4tE-Ua23TCU_6X36kRq5/s1600-h/plgin_mngr.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgO42kkObZx48U72wOSVkbM5_qLOQpU02oL0ndAfy8l8urPMBrzkpkQk5jRCt8H64MV8fh71Th42CUkn4mk2q9m_YePmeQZMPEEw0YUnfeftBuX-DpSw4nOU9Il4tE-Ua23TCU_6X36kRq5/s320/plgin_mngr.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5251491545882842210" /></a><br /><br /><br />let us connect the occlusion utility to our lambert shader<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwtaL-KIjz5jhfW-qGZkvdpKChfoJe2Vv_RPPKFNEX8S2kVm1FAncIpXxwOqiAptokS8_q1n-WEJa4cUOGwDU_lW8LxZklbDW_2lSj_6R6bAo0DVfC8OtouQfxHq2dem2QMSzpO2aSbHM8/s1600-h/shading.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwtaL-KIjz5jhfW-qGZkvdpKChfoJe2Vv_RPPKFNEX8S2kVm1FAncIpXxwOqiAptokS8_q1n-WEJa4cUOGwDU_lW8LxZklbDW_2lSj_6R6bAo0DVfC8OtouQfxHq2dem2QMSzpO2aSbHM8/s320/shading.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5251495108193884178" /></a><br /><br />cool now we will render the scene with default settings. the rendered image looks like this.<br /><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjk2m4MHFsCntuqrF-1b5etOjd2P5FybzF3B_hEOjFJtxAdMWxMAhP5kxwq6RV4_6xviLDCXuY3H909dGJxEr2Zf1RAR1HRcWboJOCjUUxXv5988qnDIADNbtakS1xsUldQihlXTJlz_fcU/s1600-h/occ_pr.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjk2m4MHFsCntuqrF-1b5etOjd2P5FybzF3B_hEOjFJtxAdMWxMAhP5kxwq6RV4_6xviLDCXuY3H909dGJxEr2Zf1RAR1HRcWboJOCjUUxXv5988qnDIADNbtakS1xsUldQihlXTJlz_fcU/s320/occ_pr.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5251497776715706290" /></a><br /><br />we got few contact shadows and the image quality is not good. so let us change the render and shader settings like this.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjy1RXQAFJL9CbuwR83uo9wcv2d2uNEyvEe4cNGZbniwvMZHknkmGi4zks9_uHmrmxSN38AzQWk3JAn-MKvnZX-dHDir-Yz5BW1ihyphenhyphenBwaI3FipR3ovlOlDOdE1MrSQaqUzw0R6MRsufH6qt/s1600-h/sh_rn_stng.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjy1RXQAFJL9CbuwR83uo9wcv2d2uNEyvEe4cNGZbniwvMZHknkmGi4zks9_uHmrmxSN38AzQWk3JAn-MKvnZX-dHDir-Yz5BW1ihyphenhyphenBwaI3FipR3ovlOlDOdE1MrSQaqUzw0R6MRsufH6qt/s320/sh_rn_stng.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5251501945131212114" /></a><br /><br />let us render with the modified settings.....<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEin1wtkDn3xd2JAGTl-qsVM54AzRwLzcWZVPjlya3XaM8HPLr6qToSLUVTzCu1nFoMZBxBIZA2lMUhdRryHkwE87Af06NM01LJixQJtCYR7ZrU1fYv2Y1gwlcxvgyLgM0Iw20bk_6XIFBuP/s1600-h/occ_sec.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEin1wtkDn3xd2JAGTl-qsVM54AzRwLzcWZVPjlya3XaM8HPLr6qToSLUVTzCu1nFoMZBxBIZA2lMUhdRryHkwE87Af06NM01LJixQJtCYR7ZrU1fYv2Y1gwlcxvgyLgM0Iw20bk_6XIFBuP/s320/occ_sec.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5251507057739552786" /></a><br /><br />now its better than the previous render, we will render it for more quality and clarity, by adjustig the main shader (lambert) channels. already we connected mib_occlusion utility to the ambient channel. no change the shader color to 1 (h=0 s=0 v=1) and diffuse, translucence, translucence depth and translucence focus to 0. like this....<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0AgdsX-utGKd9bkEeQCMglQZ26uqL0Qoy72gCiYNwVX3OcS0il_ZN6ce62bNOgvyW4Y89JGh4hq_mOv9YHITeNP3xPY6Z7EnC2sUm9n859inX3fzAjs6qutkWqEBqLVHM5ssRnx4LOQwo/s1600-h/diff_adjust_stng.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0AgdsX-utGKd9bkEeQCMglQZ26uqL0Qoy72gCiYNwVX3OcS0il_ZN6ce62bNOgvyW4Y89JGh4hq_mOv9YHITeNP3xPY6Z7EnC2sUm9n859inX3fzAjs6qutkWqEBqLVHM5ssRnx4LOQwo/s320/diff_adjust_stng.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5251513691713127058" /></a><br /><br />and the final occlusion render will come like this.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijoLOPWXiVWUDDcsum4JooisEHR2_KM2mogLg7BvY5sPUY8zrjXpp3UgIHh4xRVCJwi6L5AcPxpFFzopFNbFSQH6guVSPYh2Cwh0IvF6ucy8veQGMy7ebuEgw7KiTSy58GNDdOwJW1bDo0/s1600-h/occ_fn.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijoLOPWXiVWUDDcsum4JooisEHR2_KM2mogLg7BvY5sPUY8zrjXpp3UgIHh4xRVCJwi6L5AcPxpFFzopFNbFSQH6guVSPYh2Cwh0IvF6ucy8veQGMy7ebuEgw7KiTSy58GNDdOwJW1bDo0/s320/occ_fn.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5251514362293178754" /></a><br /><br />next compositing occlusion pass in FUSION.THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0tag:blogger.com,1999:blog-4504444762051586666.post-50605948071409691832008-08-09T14:12:00.000+05:302009-07-02T10:53:56.985+05:30THE IGNITIONThis is a cool platform to share the knowledge about The Art of CgLighting. This is my initiative to create a platform to know the CgLightng.THE ART OF CG LIGHTINGhttp://www.blogger.com/profile/07295700713512322158noreply@blogger.com0