NUK与MAYA高级合成教程(DT Advanced Compositing Workflows with Maya and Nuke)

2016年5月22日1,2070

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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.
在该系列教程中,我们将采取通过渲染成多个传递过程中为您的Maya场景,并利用这些通行证使用合成Nuke的一些先进技术。
我们将致力于这一课程的第一部分使用在Maya渲染通道分开,我们在现场的各种要素渲染时间。我们将使用的mental ray的渲染通道,贡献图,自定义帧缓存,并呈现层,以创造必要的渲染通道为我们现场。在这个过程中的第二部分,我们将首先在一些快速合成 Nuke的过程相似,我们的多通道合成,但我们会很快进入更高级的主题,如获得深度的场,深度为基础的合成,与人类发展报告工作数据,油画修复和色差
目录:
章节安排:
1。介绍和项目概况
2。玛雅现场准备了多通渲染
3。创建贡献地图的多道渲染
4。建立在mental ray渲染通道
5。使用自定义颜色缓冲器使专门通行证
6。创建新的渲染层和覆盖层的使用
7。 EXR结合成一个单一文件的通行证
8。使用合并到复合三维渲染通道
9。调整和色彩校正各种渠道在杜克鲁克
10。为配合创建Lightwrap的前台到后台
11。绘画Alpha通道来解决我们的问题
12。建立一个场基本深度效应通过使用深度
13。分级深度传递给更多自由度
14。调整的Zblur节点自由度得到一个不错的结果
15。添加深度的场的背景
16。使用Zslice节点来解决问题的头部阿尔法
17。使用EdgeBlur,扩张头节点合并
18。使用布景地组织我们的节点图
19。用夹具固定节点共同人类发展报告的问题
20。添加色差,我们的形象
21。制作变动对最终图像的色彩纠正节点
22。添加和扭捏该细节的最后一级粮食
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

 

NUK与MAYA高级合成教程(DT Advanced Compositing Workflows with Maya and Nuke)

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