Maya's powerful toolset allows artist to create visuals that would be otherwise be difficult to shoot or impossible to create at times. This gives Maya an important role in creative advertisement.
This section of the MasterClass will explore Maya's powerful lighting and shading tool sets. We will be talking about efficient techniques to achieve a photorealistic render which is the key component in advertising visualization. Our first concentration will be to understand how to recreate real life light and color behavior by setting up a linear workflow in Maya .Then, we will move on to lighting the actual scene. Here we will introduce some of the mental ray shaders, like mib black body; to get access to kelvin scale based color temperature in Maya light. At this point we will take a detailed look at some shadow parameters to achieve realistic shadow fall offs and will set up basic indirect illumination using final gather. Once we achieve a decent looking image in our render view, we will move forward to render passes and contribution maps which will help us split the image into passes that can give us better control over the image. We will be spending some time explaining the frame buffer and advantages of open exr file format in Maya.
Our final step will be in Photoshop. Here we will assemble all the passes and do the necessary correction to achieve the final look
This section of the MasterClass will explore Maya's powerful lighting and shading tool sets. We will be talking about efficient techniques to achieve a photorealistic render which is the key component in advertising visualization. Our first concentration will be to understand how to recreate real life light and color behavior by setting up a linear workflow in Maya .Then, we will move on to lighting the actual scene. Here we will introduce some of the mental ray shaders, like mib black body; to get access to kelvin scale based color temperature in Maya light. At this point we will take a detailed look at some shadow parameters to achieve realistic shadow fall offs and will set up basic indirect illumination using final gather. Once we achieve a decent looking image in our render view, we will move forward to render passes and contribution maps which will help us split the image into passes that can give us better control over the image. We will be spending some time explaining the frame buffer and advantages of open exr file format in Maya.
Our final step will be in Photoshop. Here we will assemble all the passes and do the necessary correction to achieve the final look
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