NOTE - TIMESTAMPS ARE BELOW THIS To rebuild every layer of CG from scratch you will need more AOVs but in this example we use a method that allows us to tweak lighting in nuke. This method can be useful for Lighting TDs to alter their renders in a faster time frame and simply apply the exposure "stop" values from nuke nodes back into maya.
0:00 - Shot & Exercise overview
2:05 - How to get the motion vector AOV to render properly (motion blur in comp)
2:55 - The light editor, how to easily view all your lights + Naming your lights (AOV LIGHT GROUPS)
3:25 - Separating an AOV (render pass) into each light, turning on "ALL LIGHT GROUPS"
3:53 - How to render 1 single image sequence with combined AOVs. Turn on "Merge AOVS"
4:34 - Creating a Render Layer & Collection
5:40 - Adding shadow objects to our render layer (creating another collection)
6:45 - Hiding your shadow objects from the render layer render (but still keeping their shadows!)
7:28 - Texturing your "shadow objects" to improve colour spill/ reflection on your visible objects
8:25 - Every setting can be "overidden" for a render layer, example. You must be viewing/on that layer for it to work
8:45 - Creating a "Shadow Pass" render layer
9:35 - Adding a new shader to a collection/ Adding a shadow shader (aiShadowMatte) for our "shadow collecting" surfaces (i.e ground)
10:23 - Shadow Pass render example, this is visible in the alpha channel (press A) which can be shuffled out in nuke.
11:30 - aiShadowMatte shader AOVs (mentioned but not used, they will only work when using this shader)
11:59 - Creating an ID Pass (Pure Red, Green & Blue render). Each colour can be separated in nuke to use as a mask/alpha.
12:20 - Creating a material overide (shader) for the ID pass. Adding a flat red shader.
13:11 - ID Render pass test render
13:34 - Looking at example (similar) render passes in nuke. How to view a "merged AOV" exr once its rendered
14:10 - How the diffuse passes will come out when lights are separated (All light groups are turned on)
15:25 - How to build your lights separately in Nuke. (Shuffling out specular & diffuse lights to combine)
16:15 - Controlling your separated lights in nuke. Use an exposure node and change the "adjust in" tab to "Stops" (The amount of stops can be transfered to your lights in maya).
17:18 - Just a note*** My render passes in the comp are linked by "postage stamp" nodes, this is incase I re-render or update my renders so they are easily linked with hidden connections.
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This was recorded whilst live streaming to students studying Visual Effects and uploaded shortly after so editing is limited.
The videos on this channel are created by a professional Visual Effects Generalist with experience across Films, TV & Commercials.
The channel provides a variety of tutorials based on Visual Effects Techniques such as Modelling, Tracking, Texturing, Lighting, Rendering, Animation & Compositing.
Software that will be covered includes: Autodesk Maya (with Arnold Renderer), Substance Painter, Mari, Houdini (with Mantra), PFTrack, 3DEqualizer, Nuke, Zbrush & Photoshop.