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[Maya与Fusion高级合成视频教程.].Digital.Tutors.Advanced.Compositing.Workflows.with.Maya.and.Fusion

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 Fusion.

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 Compositing 3D Renders in Fusion course, but we will quickly get into more advanced topics such as basic and advanced Depth-of-Field techniques, working with HDR data, painting fixes and chromatic aberration.

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. Setting up our Frame Format and LUT to see HDR colors

8. Using Merges to composite 3D Render Passes

9. Color Correcting and Tweaking our Ant using various tools

10. Creating a Lightwrap to tie the Foreground to the Background

11. Fixing common HDR issues by Clipping the Matte's White

12. Painting our Alpha Channel to fix issues

13. Setting up a Basic Depth-of-Field effect using the Depth pass

14. Adding Depth-of-Field to the background

15. Expanding the Depth Pass to fix Haloing

16. Expanding the Depth Pass of the Background

17. Adding a VariBlur to fix the Ant Outline

18. Adding Chromatic Aberration to our image

19. Adding and Tweaking Grain for that final level of detail

20. Blurring the Depth Pass to fix tiny interpolation issues

在这个系列的经验教训,我们将带你穿越你玛雅的场景转换多个传递的过程和使用一些先进的合成技术使用融合这些通行证。

我们将献给这门课程的第一部分在玛雅人使用渲染通道在渲染时分隔我们的场景的各种元素。我们将使用心理的光线渲染通道、 贡献地图、 自定义帧缓冲器和渲染图层以创建必要的呈现我们的场景的通行证。在第二本课程我们将开始与一些类似于我们合成 3D 的快速合成的部分呈现在融合过程中,但我们将很快更高级的主题,如基本和高级场深度的技术,使用 HDR 数据画修复和色差。

1.介绍和项目概述

2.将玛雅现场准备多渲染

3.创建多渲染的贡献图

4.建立在心理的光线中呈现通行证

5.使用自定义颜色缓冲区呈现专门的通行证

6.创建新的呈现层和应用层重写

7.我们的帧格式和 LUT 以查看 HDR 颜色的设置

8.使用合并到复合 3D 渲染通道

9.彩色校正和调整我们蚂蚁使用各种工具

10.创建 Lightwrap,以配合为前的景色到背景

11.通过裁剪磨白修复 HDR 常见问题

12.画我们的 Alpha 通道来解决问题

13.建立使用深度通基本场深度的影响

14.将深度的字段添加到背景

15.扩大深度通修复 Haloing

16.扩大对背景的深度传递

17.添加 VariBlur 修复蚂蚁大纲

18.将色差添加到我们的形象

19.添加和调整退耕还林最后信息的详细程度

20.模糊深度通修复微小的插值问题