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BoomBoom
02-28-2016, 04:26 AM
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Digital.Tutors.Advanced.Compositing.Workflows.with .Maya.and.Nuke
English | Size: 1.29 GB
Category: Tutorial
In this series of lessons, we will be taking you through the process of rendering your Maya scene into multiple passes, and using some advanced techniques for compositing these passes
using Nuke.


We will dedicate the first portion of this course to using Render Passes in Maya to separate
various elements of our scene at render time. We'll use mental ray's render passes, contribution
maps, custom framebuffers, and render layers to create the necessary render passes for our scene.
In the second portion of this course we will begin with some quick compositing similar to our
Multi-Channel Compositing in Nuke course, but we will quickly get into more advanced topics such as
Depth-of-Field, Depth-based compositing, working with HDR data, painting fixes and chromatic aberration.
Lesson Outline (22 lessons) 1. Introduction and Project Overview
2. Preparing Maya scene for multi-pass rendering
3. Creating Contribution Maps for multi-pass rendering
4. Setting up render passes in mental ray
5. Using Custom Color Buffers to render specialized passes
6. Creating new Render Layers and using Layer Overrides
7. Combining the passes into a single EXR file
8. Using Merges to composite 3D Render Passes
9. Tweaking and Color Correcting various Channels in Nuke
10. Creating a Lightwrap to tie the Foreground to the Background
11. Painting our Alpha Channel to fix issues
12. Setting up a Basic Depth-of-Field effect using the Depth pass
13. Grading the Depth passes to get more DOF
14. Tweaking the Zblur node to get a nice DOF result
15. Adding Depth-of-Field to the background
16. Using the Zslice node to fix alpha issues with the head
17. Using the EdgeBlur and Dilate nodes to Merge the head
18. Using Backdrops to organize our Node Graph
19. Fixing common HDR issues with a Clamp node
20. Adding Chromatic Aberration to our image
21. Making Changes to the final image with color correct nodes
22. Adding and Tweaking Grain for that final level of detail


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