Advanced Compositing Workflows in Maya and NUKE
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 NUKE. Software required: Maya 2009 and NUKE 5.2 and up.
What you'll learn
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 NUKE. 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 Multi-Channel Compositing in NUKE course, but we will quickly get into more advanced topics such as depth-of-field, depth-based compositing, working with HDR data, painting fixes, and chromatic aberration. Software required: Maya 2009 and NUKE 5.2 and up.
Table of contents
- Combining the Passes into a Single EXR File 11m
- Using Merges to Composite 3D Render Passes 8m
- Tweaking and Color-correcting Various Channels in NUKE 8m
- Creating a Lightwrap to Tie the Foreground to the Background 4m
- Painting Our Alpha Channel to Fix Issues 6m
- Setting up a Basic Depth of Field Effect Using the Depth Pass 7m
- Grading the Depth Passes to Get More DoF 4m
- Tweaking the ZBlur Node to Get a Nice DoF Result 6m
- Adding Depth of Field to the Background 5m
- Using the ZSlice Node to Fix Alpha Issues with the Head 3m
- Using the EdgeBlur and Dilate Nodes to Merge the Head 8m
- Using Backdrops to Organize Our Node Graph 4m
- Fixing Common HDR Issues with a Clamp Node 4m
- Adding Chromatic Aberration to Our Image 4m
- Making Changes to the Final Image with Color Correct Nodes 4m
- Adding and Tweaking Grain for That Final Level of Detail 7m