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Digital Tutors – ‘Infiltrator’ Production Pipeline Volume 6: Rendering | +Project files | .flv | 939mb
Lesson Outline (20 lessons)
In this volume of the Infiltrator
Production Pileline, we will go through the process of setting up
materials, lights and render passes in preparation for final
compositing.
We will begin by learning how we can
optimize our high-resolution geometry to use our system memory more
effectively. This will allow for more efficient, stable rendering,
especially if you are working on a 32-bit system with limited
resources. From there, we will take some time to set up materials for
the various portions of our ‘Infiltrator’ spider and then we will begin
the lighting setup. We will use an image-based-lighting approach to
achieve a high level of realism and to ensure that the lighting on the
CG spider matches the live-action plate. Finally, we will learn how to
use Render Passes and Render Layers to output our final renders in a
way that will give us a tremendous amount of control over the final
result whenever we get into our final compositing phase.
1. Introduction and Project Overview
2. Discussing rendering challenges within this scene
3. Optimizing Infiltrator geometry – part 1
4. Optimizing Infiltrator geometry – part 2
5. Optimizing Infiltrator geometry – part 3
6. Applying initial materials to the Infiltrator character
7. Adding accent colors to the Infiltrator character
8. Adding dark accents to the Infiltrator character
9. Incorporating ambient occlusion into Architectural materials
10. Re-referencing optimized Infiltrator mesh
11. Improving rendering stability of complex Maya scenes
12. Utilizing Color Management features in Maya
13. Creating shadow-only lights in Maya
14. Modifying the wall stand-in geometry
15. Setting up initial render passes for our character
16. Creating a custom color buffer for our Maya character
17. Rendering an ambient occlusion pass in Maya
18. Viewing rendered framebuffers in Maya
19. Making final quality adjustments to Infiltrator scene
20. Creating a custom material ID pass in Maya
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