'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.
Course info
Level
Intermediate
Updated
Aug 4, 2010
Duration
2h 50m
Table of contents
Description
Course info
Level
Intermediate
Updated
Aug 4, 2010
Duration
2h 50m
Description

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.

About the author
About the author

Kyle was one of the first authors for Digital-Tutors (now a Pluralsight company) and has been a part of the team for over 10 years. Kyle began his career in computer graphics education as a college instructor and worked as a Digital-Tutors rendering tutor and curriculum manager since 2002.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Kyle with digital tutors and welcome to Volume six of our infiltrator production pipeline Siri's. Now this volume is gonna go through the process of setting of lights, materials and render passes and preparation for our final compositing. So we're gonna begin this course by learning how we can optimize our high resolution geometry to use our system memory just a little bit more effectively. Now that'll allow for some more efficient, stable rendering, especially if you happen to be working with a 32 bit system. Now, from there, we're gonna take some time to set up materials for the various portions of our infiltrator Spider, and we'll learn how we can start to begin the lighting set up from that point. So for the light, we're gonna use the image based lighting approach. So that way we can achieve a really nice high level of realism, and we can make sure that the lighting on the spider can actually match the live action plate. Finally, we're gonna learn how we can use render passes and rendered layers within Maya toe output, our final renders in a way that will give us a very, very high level of control over the final result. Once we get into our final compositing face, let's go ahead and get started