'Infiltrator' Production Pipeline Volume 6: Rendering
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. Software required: Maya 2011.
What you'll learn
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. Software required: Maya 2011.
Table of contents
- Discussing Rendering Challenges Within This Scene 3m
- Beginning the Process of Optimizing Our Character's Geometry 10m
- Identifying Portions of Our Character for Optimization 11m
- Optimizing Infiltrator Geometry with Using Mental Ray Approximations 7m
- Applying Initial Materials to the Infiltrator Character 11m
- Adding Accent Colors to the Infiltrator Character 10m
- Adding Dark Accents to the Infiltrator Character 9m
- Incorporating Ambient Occlusion into Architectural Materials 16m
- Re-referencing Optimized Infiltrator Mesh 4m
- Improving Rendering Stability of Complex Maya Scenes 7m
- Utilizing Color Management Features in Maya 7m
- Creating Shadow-only Lights in Maya 6m
- Modifying the Wall Stand-in Geometry 8m
- Setting up Initial Render Passes for Our Character 9m
- Creating a Custom Color Buffer for Our Maya Character 14m
- Rendering an Ambient Occlusion Pass in Maya 10m
- Viewing Rendered Framebuffers in Maya 7m
- Making Final Quality Adjustments to Infiltrator Scene 9m
- Creating a Custom Material Id Pass in Maya 13m