Introduction to Rendering in Maya
Video 4
Rendered for the first time and used the keep image option so I will be able to look a back and tell what has changed between my renders
Changed the material's reflectivity and re-rendered the scene
Changed the material color and rendered again
Changed the reflectivity again but when I saved the image I saved it with a comment saying what the setting is so that later on if I decided this rendered image was better than what I currently had I could change the settings back to what they were.
Dropped the reflectivity down lower and then saved the image with a comment saying the current reflectivity
Saved out one of the previously kept images
Deleted all of the kept images
Video 5
Opened up the lesson five tutorial files which have the default anti-aliasing settings and rendered the scene
adjusted the max sample level to 1 in adaptive sampling and re-rendered the scene
Changed the filtering type to triangle and set the filtering size to 2 and rendered the scene
Introduction to Lighting in Maya
Video 5
Set the left panel view to look through selected so to make lights easier to aim because it makes the view and light work more like a camera
Video 8
Created an ambient light in the scene
Video 9
Applied depth map shadows to the directional light.
Video 10
Applied Ray Trace shadows to the directional light
Video 8
Created an ambient light in the scene
Video 9
Applied depth map shadows to the directional light.
Video 10
Applied Ray Trace shadows to the directional light
Video 13
Applied light fog to the spot light
Turned on the depth map shadows
Video 14
Created a point light and applied a light glow to it and then adjusted the glow, halo and lens flare attributes.
Video 15
Projected a gobo on the scene
Introduction to mental ray in Maya
Video 2
applied a mental ray mia_material_x and changed the color of the diffuse and changed some of the settings like transparency
Video 3
Created an area light and then set it's decay rate to quadratic and raised the intensity. Then I created another area light and moved it to the other side of the robot changed it's color and set the light attributes to the same as the other light
Video 4
adjusted the unified sampling setting to remove some of the noise around the shadows
Video 5
Applied a physical sun and sky and adjusted the horizon height and haze level
Video 7
Gamma corrected the image with the color manager
Video 8
Activated global illumination, upped it's accuracy setting and told maya to emit photons from the area light in the scene.
Video 9
Turned on final gathering and adjusted it's settings, and turned on ambient occlusion for all the mia_material_x2s and changed the ambient shadow color and then rendered the scene.
Video 10
Turned on global illumination and emit photons and turned up the photon intensity and the number of photons to 120,000 and 100,000 respectively and turned on final gathering as I did with the global illumination and raised it's accuracy to 500
Video 11
Applied a displacement map to a new lambert material on the alien, changed the alpha offset to -.5. created subdivisions under the mental ray approximation editor, tweaked the subdivision surface quality
Video 12
created an image based lighting and turned final gathering on and turned off the default lighting, color corrected the materials and added a directional light
Video 13
Created a spotlight to cast caustics through it onto the object. I adjusted the caustic setting until I was satisfied with the result.
Video 14
attached a misss_fast_skin_maya1 material to the figure, plugged in a diffuse color map and then plugged in other maps into the specularity settings of the fast skin.
Video 15
Created a color pass and an occlusion pass layer from all of the scene objects, set up a layer override executed a batch render of the different passes
Video 16
set up 6 scene passes, upgraded the mia_material_x material to mia_material_x_passes
V-ray
Video 8
Created a NURBS plane and then created a bend deformer for the plane to make the studio floor and then made 3 V-ray rect lights
Video 3
Created an area light and then set it's decay rate to quadratic and raised the intensity. Then I created another area light and moved it to the other side of the robot changed it's color and set the light attributes to the same as the other light
Video 4
adjusted the unified sampling setting to remove some of the noise around the shadows
Video 5
Applied a physical sun and sky and adjusted the horizon height and haze level
Video 7
Gamma corrected the image with the color manager
Video 8
Activated global illumination, upped it's accuracy setting and told maya to emit photons from the area light in the scene.
Video 9
Turned on final gathering and adjusted it's settings, and turned on ambient occlusion for all the mia_material_x2s and changed the ambient shadow color and then rendered the scene.
Video 10
Turned on global illumination and emit photons and turned up the photon intensity and the number of photons to 120,000 and 100,000 respectively and turned on final gathering as I did with the global illumination and raised it's accuracy to 500
Video 11
Applied a displacement map to a new lambert material on the alien, changed the alpha offset to -.5. created subdivisions under the mental ray approximation editor, tweaked the subdivision surface quality
Video 12
created an image based lighting and turned final gathering on and turned off the default lighting, color corrected the materials and added a directional light
Video 13
Created a spotlight to cast caustics through it onto the object. I adjusted the caustic setting until I was satisfied with the result.
Video 14
attached a misss_fast_skin_maya1 material to the figure, plugged in a diffuse color map and then plugged in other maps into the specularity settings of the fast skin.
Video 15
Created a color pass and an occlusion pass layer from all of the scene objects, set up a layer override executed a batch render of the different passes
Video 16
set up 6 scene passes, upgraded the mia_material_x material to mia_material_x_passes
V-ray
Video 8
Created a NURBS plane and then created a bend deformer for the plane to make the studio floor and then made 3 V-ray rect lights
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