Maya 2020 - Render Passes Tutorial 2

  Рет қаралды 7,429

Matthew Rotella

Matthew Rotella

Күн бұрын

In this Tutorial I go over setting up AOV's/Render Passes in Maya using the Arnold Rendering Engine. Then I go over using said passes in Adobe Photoshop. The AOV's used are:
normals
diffuse
specular
coat
object id
ambient occlusion (AO)
wireframe

Пікірлер: 9
@jonahelub
@jonahelub 2 жыл бұрын
Best AOV explanation I have seen. So easy to understand and follow.
@powderpopsty
@powderpopsty 2 жыл бұрын
Thank you so much. This is the easiest tutorial about object id that I've ever seen on KZbin. It was really helpful.
@matthewrotella8886
@matthewrotella8886 2 жыл бұрын
You're welcome. Happy to help. I always wished the default ID pass was more helpful, but I'm glad making custom one's is so easy
@ronydey2696
@ronydey2696 3 жыл бұрын
Great tutorial sir these is really a much helpful over CG PASSES hi sir myself Rony an VFX student from India
@abinsebastian2821
@abinsebastian2821 Жыл бұрын
thanku
@yuanwang3482
@yuanwang3482 2 жыл бұрын
good tutorial
@HushSmihi
@HushSmihi Жыл бұрын
great tutoriel! it's just too darn annoying that this is what autodesk consideres an efficient workflow
@aayushaggarwal2236
@aayushaggarwal2236 2 жыл бұрын
Hi.. Quick Question. I am following the exact steps and tried exporting in exr. When I composite them in either nuke or photoshop, my image gets too over exposed as compared to the desired output. I even see small pixelations due to that over exposure. The colour is not the same. I have tried everything I could think off. Do not know what the problem is.. Can you help me out..?? Especially the linear dodge blending mode rips the whole image apart but the same thing done by you and other artist tutorials, they get awesome results but that is not the case with me.. I am just using diffuse and specular direct and indirect to learn for now..
@matthewrotella8886
@matthewrotella8886 2 жыл бұрын
It’s hard to say exactly what your issue is without seeing your files or screenshots, but the most common thing that would cause your render to look overexposed is that you are not working linearly. If you are saving your images with an sRGB color transform, that will make your passes overexposed when added. It’s also important that you work at a linear bit depth. The most common mistake people make when trying this in Photoshop is that they miss making the Photoshop file 32bit, as the default is only 8bit, but even doing it at 16bit will result in a much brighter image when adding the 32bit passes together. In Nuke you don’t have to worry about making your file 32 bit as Nuke only creates a concrete bit depth for your image when it writes it. But make sure you set the color space on your exr file’s read node to linear. As long as they were saved without an sRGB transform, and were brought in as linear, your passes will add to equal your beauty pass when your merge them together with the plus operation. Otherwise just make sure that you are not doubling up any passes. For example don’t add them to your beauty pass, as the AOV workflow replaces the beauty pass by breaking it into individual components then merging it. Also if using Arnold’s AOV’s if you are using a diffuse pass, you wouldn’t want to then add a direct diffuse, and indirect diffuse pass to it, as the diffuse pass already includes both and you’re results would be twice as bright as desired. You either use just diffuse, or use the other two combined, but not all 3. Hopefully this helps.
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