Rendering Techniques in Softimage
In this Softimage tutorial, we will share techniques and workflows that you can use within Softimage to drastically improve the speed, quality, and flexibility of your rendering pipeline. Software required: Softimage 2010 and up.
What you'll learn
In this Softimage tutorial, we will share techniques and workflows that you can use within Softimage to drastically improve the speed, quality, and flexibility of your rendering pipeline. During the course of these tutorials, we will discuss critical rendering topics such as High Dynamic Range (HDR) image-based lighting, tone mapping, gamma correction, as well as color profile management for your various textures. From there we will discuss the process of breaking up our render into multiple passes using Render Channels, as well as learn how to write any type of color information into our own custom render channel buffers. Once we have rendered out our passes, we will learn how Softimage's built-in, node-based compositing system can allow us to make significant changes to our rendered result. Software required: Softimage 2010 and up.
Table of contents
- Various Ways for Setting up an Image-based Environment 8m
- Creating a Ground for the Environment 9m
- Adding Direct and Indirect Illumination to the Scene 6m
- Tone Mapping and Color Profile Management in Softimage 11m
- Adding Transparency to the Ground Plane Geometry 9m
- Using Render Passes and Partitions in Softimage 12m
- Working Within the Render Manager 10m
- Utilizing Render Channels in Softimage 11m
- Constructing a Multi-pass Car Paint Shader in Softimage 10m
- Utilizing Custom Render Channel Buffers in Softimage 13m
- Storing Final Gather Maps to Speed up Renders 12m
- Compositing Rendered Passes in the Softimage FX Tree 8m
- Applying Depth of Field in the FX Tree 9m
- Color Correcting Various Passes in the FX Tree 12m