Showing posts with label Lighting and Rendering. Show all posts
Showing posts with label Lighting and Rendering. Show all posts

Thursday, 7 May 2015

CG Artist Toolkit: Maya Tutorials & Film Reviews Submission Post

Pipeline 2: Games Modelling


Pipeline 2: Normal & Occ Maps


Pipeline 2: Diffuse Maps & Viewport 2.0

Dynamics 1: Intro to Particle Dynamics

Saturday, 21 March 2015

Lighting & Rendering Part 2: Mental Ray Part 11 (Mental Ray Proxies)

This is the outcome from the mental ray proxies tutorial.







Lighting & Rendering Part 2: Mental Ray Part 10 (Motion Blur)

This is the outcome from the first part of the motion blur tutorial.

This is the outcome to the second part of the motion blur tutorial.
Motion Blur by 1
Motion Blur by 5
Maya 3D Motion Blur
Maya 3D Motion blur with Shutter Opened

Thursday, 19 February 2015

Lighting & Rendering Part 2: Mental Ray Part 8 (Displacement Maps)

These are the outcomes from the Displacement Map tutorial.
From Mudbox
Mental Ray Approximation Editor created 
Displacement Map
Vector Displacement Map
Final Rendered Image
Toadstool Vector Displacement Map

Displacement Map Bounding Box (1.5 by 1.5 by 1.5)
Displacement Map Bounding Box (3 by 3 by 3) 
Final Rendered Image of Toadstool

Sunday, 1 February 2015

Lighting & Rendering Part 2: Mental Ray Part 6 (Mia Material X Shader)

This is the outcome from the Mia Material X Shader Tutorial where each sphere has been assigned to a Mia Material X shader with different presets given to them.

This is the basic materials
I blended the materials with each other with differnt blending strengths

Thursday, 22 January 2015

Lighting & Rendering Part 2: Mental Ray Part 5 (Portal Lights)

This is my outcome from the Mental Ray Portal Lights tutorial.




Final Rendered Image

Lighting & Rendering Part 2: Mental Ray Part 4 (Physical Sun & Sky)

This is the outcomes from the Physical Sun and Sky tutorial.
Gamma Correction Added to the shaders
Horizontal Height was moved down
Rotation of the light to create a sunset effect
Linear Workflow

Thursday, 15 January 2015

Lighting & Rendering Part 2: Mental Ray Part 2 (Final Gather)

This is my outcome from the Final Gather tutorial.

Final Gather
Final Gather with mia light surface material assigned to selected objects

Lighting & Rendering Part 2: Mental Ray Part 1 (Samples & Quality Control)

This is my outcome from the samples and quality control tutorial.
Render 1
Render 2
Render 3
Render 4
Render 5
Render 6
Final Render

Thursday, 9 October 2014

Lighting & Rendering Part 2: Mental Ray Part 3(Linear Work Flow)

For this tutorial, I've learnt about a new workflow called the Linear workflow whereby I do the correction of colours by changing several settings in Autodesk Maya. 

The settings I had to change was in render settings, I had to enable the colour management from sRGB to Linear RGB. 

Upon doing so, the objects in my scene like the chair and the ball are bleached out and so I had to connect a gamma correct node to the colours. As for the textured objects in the scene, I changed the Colour Profile from sRGB to Linear RBG.

Gamma Corrected Image
Linear sRGB applied to the Chair's blinn, the scene's texture
Corrected Image
Batch Rendered (EXR file extension)
Raw Image (Corrected in After Effects)