MAA 3312: Advanced Texturing and Lighting In
this course the students will learn to apply traditional paint concepts,
tools, and techniques for use in computer animation. They will develop
critical ideas for surface treatment, texture, and lighting and demonstrate
the layering of light in space to create mood, emotion and theme. |
||
|
JUMP TO A SPECIFIC WEEK:
|
Week
7: Spliting
Up your render into Layers-
Purpose:
The Standard Beauty Pass consists of 3 parts: Diffuse, Specularity (which
by themselves added together are refered to as a color pass), and Shadows.
This however, does not include the effects of bounced and secondary light
from global illumination, which will lighten the scene and add bounced color.
This will not include ambient occlusion which will darken the cracks and
corners in the scene. This will not include glows. AND, this will not include
"light bloom" created by soft specular glows. Now, these effects
CAN all be rendered at once, but for greater cntrol of these and other effects
(such as layers for individual lights, for just shadows, of just reflections)
we can use render passes and layers AS NEEDED.
Demo: Step by Step-
1. open the stilllifedemo.ma file. From camera 1, render a single
frame. By default, this is a beauty pass.
Beauty
Pass:

2.
Save
this image as beautypass.tif. We are using Tif files because of their
ability to contain alpha channels and their lack of compression. Now
lets render out a Global Illumination Pass so that we can compostie
in the brightening effects of bounced light.
2.
Save
this image as beautypass.tif. We are using Tif files because of their
ability to contain alpha channels and their lack of compression. Now
lets render out a Global Illumination Pass so that we can compostie
in the brightening effects of bounced light.
3.
open up the channel box/layer editor and in the layer editor
section, switch from display layers to render layers.
4.
Select
all of the objects in the scene (except the lights)
and click the "create new layer and assign selected objects"
button in the render layers menu (see the image below). This establishes
a master layer which has everything in the scene, and a new layer
called "layer 1" which has just our selected objects. We
are not including the lights because we jsut want to sample the effects
of bounced light, not direct light.

Global
Illumination Pass:
5. right click on the layer 1 to rename it and set it's layer attributes. Rename this layer GI and at the bottom of the window, uncheck all render passs options excepet Global Illumination in the mental ray rollout as seen below.
5b. Open the Render Settings window and go to the mental ray tab. Right click on the words "Global Illumination" and choose "Create Layer Override" from the marking menu. Now click the checkbox next to Global Illumination once the word is shown in a red colored font. Do the same thing for "Final Gather".
6. Now perform a render in the render view of the same frame from camera 1 and save this as an image called GI.tif. It should look like the image below:

7.
Now
lets create an ambient occlusion pass. To do this, again select all
of the objects that were included i nthe GI pass:

Ambient Occlusion Pass:
8.
make
a new render layer as before and rename it AO. In the attributes,
turn off all the check boxes, and then at the atop of the attribute
editor, under the Presets button, select Occlusion (as seen below
left). This will create a new surface shader texture as a material
overide, assigning it to all objects in the scene that are in that
layer only (see below right).
9.
The
out color that shader has been mapped to an ambient occlusion mental
ray texture node automatically. Alter its settins so that the quality
is bosted as (as seen in the image below left). Re-render from camera
1 (see below right). We have a problem here. The glass and flames
would not occlude light, they are transparent. To stencil these out
of the scene, we must make some alterations.
10.
First,
lets return to the the AO layer attributes and remove the shader overide
by breaking the connection as seen in this image:

The Use Background Material:
11.
Next,
we will open the hypershade, chose that surface shader, and manually
apply it to all objects visible in the AO layer.
12.
To
stencil out the glass and flames, we will create and apply a "use
background." Create one now and trn off it's reflectivity attributes
as seen below. Apply this to the vase and the two flames.
13.
re-render.
We now have a perfect AO pass. Save this as AO.tiff.
14.
we
now just need2 more layers. First, lets create a layer that we can
use to manually add a bit of glow to the flames. Select only the two
flames and again create new render layer, name it flames, and set
its as a Beauty pass.
Additional Passes-Glow :
15.
render,
and save the file as flames.tif.
Additional Passes not used for this demo
Fill Light Pass:

Key Light Pass:

Accent Light Pass:

Diffuse Pass:

Shadow Pass:

16.
Lastly
in maya, lets create a specular layer which will allow us to comp
subtle surface glow. Select ALL OBJECTS AND LIGHTS and make a new
render layer called Specular. Set it's pass options to specular only.
Specular Pass:
17.
Render
again, save this image as specular.tif. Save your .ma file and quit
maya.
Compositing your Render In Photoshop and After Effects-
18.
We
are now going to composite these layers in after effects. make a new
640x480 composition under Composition/New Composition.
19.
Import
your images each with the alpha setting set to "straight-unmatted",
except for the flames layer which should use ignore.
20.
Drag
the beauty image onto the source name column in the comp1.timeline
first placeing the other layers on top of it from bottom up in the
order you see in this image (below left).
21.
Under
the Layers/Transfer Mode window, set: GI to ADD, AO to Multiply, Specular
to ADD, and Flames to ADD. Your comp should now look like this:
Tweaking
your render in post, "Light-Bloom"-
22.
Next,
lets blur the flame layer to add the look of an outer glow. Select
the flame layer and go to Effect/blur+shadow/Gaussian Blur and set
the blurriness to 5-15.

23.
Now
lets add some light bloom to the image courtesy of that specular layer.
First lets blow out the highlights. I am going to go hog-crazy on
this one, but you can make your's more subtle. Effects/adjust/levels

24.
Then
lets blur the results with another gaussian blur, for that warm, romantic
look. This is Fabio's coffee table apparently.

25.
After
tweaking the levels of my image as a whole, I will next export a still
image by: Composition/save frame as/file, set the "output mode"
to jpg, tif or psd, and the "output to" as wherever you
want to save the image with whatever name. And we are done!

Project 2.5: Rendering a Still Life in Passes
You will be provded with fully textured version of this scene. It will be your job to break it up into render passes as seen in the demonstration above, and composite them in after effects. You will modify the render to your liking (see examples below) and turn in images for each of the passes, plus the final composite for week 8.
Image
by Ravi Giraputra
Image
by Diane Hyppolite
Image
by Jason MacHardy
Image
by Christopher Lewis
Image
by Jon Bolster
Image
by Anthony Aguilar
Image
by Chris Stewart
Image
by Matt McGee