Hey,SARKAMARI。 You made this series very good . You narrate evry bit with great clearity and smoothly. Especially the speed and rate made those series perfect l love all of your videos keep it going, wish you all the best.
@sarkamari3 жыл бұрын
Truly appreciate your encouraging words. Cheers Andy
@ady7d773 жыл бұрын
i understand better than what i pay in the university for nothing, always turtle tutorials beats rabbit tutorials.
@SandraTobon-is1gn7 ай бұрын
Hi SARKAMARI, Thank you for this tutorials, very clear and easy to learn.
@stubblestudios94463 жыл бұрын
This series is really great.
@sarkamari3 жыл бұрын
Thank you
@sarkamari2 жыл бұрын
Thank you
@rsm11gaming75 Жыл бұрын
GOOD JOB SIR THANKS , THAT WAS TOO CONVINIENT ND EASY TO UNDERSTAND
@gautambhati57313 жыл бұрын
Thank you for the detailed video , Perfect.
@DesignerKartik3 жыл бұрын
This is the best tutorial nice voice slowly explained love you sir...thank god i found this video 🧡
@DesignerKartik3 жыл бұрын
I downloaded it and watching live too 🧡😊
@sarkamari3 жыл бұрын
Thank you 🙏🏼
@mmai23953 жыл бұрын
Thanks
@AlwaysDrawing20123 жыл бұрын
Thank you SO much for this tutorial! Very well done.
@sarkamari3 жыл бұрын
Thank you
@abdullaharshak.n7870 Жыл бұрын
Direct and indirect passes creates zagged edges when combining together. Even though i premultiplied with clean edge alpha
@KenedyTorcatt2 жыл бұрын
Thanks a lot for the shadow pass tip!
@sarkamari2 жыл бұрын
Glad it helped
@enricoleasa62092 жыл бұрын
love your work reza!
@davinictao56863 жыл бұрын
Thank you so much That very useful series for beginner as me
@sarkamari3 жыл бұрын
Iam glad you found the video helpful
@OscarTorresWork2 жыл бұрын
I love it! Any way you can make a tutorial of a person burning and disintergrating I saw one of your videos in which you show a arm disintergrate. But would love to learn how to apply a burn effect along side with it.
@sarkamari2 жыл бұрын
thank you Oscar. believe it not i have this scenario in my head for a very long time. I guess I have a lot to share but not enough time to record them all
@KasunJayasingheMusic3 жыл бұрын
Thank You so Much!!!
@sarkamari3 жыл бұрын
Glad you enjoyed it
@saamim95453 жыл бұрын
super
@akhilshekar84273 жыл бұрын
Wow great tutorial sir thanks for sharing.
@sarkamari3 жыл бұрын
You're welcome ☺️
@chetanm90672 жыл бұрын
thank u v.much.. u explained real good❤
@whome58103 жыл бұрын
Great vid, thanks! I see your ID pass also has pink and yellow parts, how do you plug those into the mask? Thanks!
@7bear6323 жыл бұрын
excellent video!!!!
@sarkamari3 жыл бұрын
Thank you 🙏🏼
@johnpk538 ай бұрын
Hello SARKAMARI this is a very clear tutorial. thanks so much. i just want to know how do you render that matte pass or AOV that you use for alpha in 13:30
@sarkamari8 ай бұрын
Thank you. You can create any type of pass using render setup in maya. I happen to have a video on that too: How To : Create ID matts using Render Setup in Maya kzbin.info/www/bejne/q3jTm6WOfc6FmsU
@dragonballzsupergt35298 ай бұрын
Sir , why I don’t get the matte pass like you ? 😢
@ady7d773 жыл бұрын
i have never seen tutorials in youtube about raymaterial or the node for mapped materials, with geo3d
@rajeshpentakota69642 жыл бұрын
Render passes are used to create a realistic effect on static objects or images.But how to use render passes on moving character or and object. (maya, nuke)
@sarkamari2 жыл бұрын
just export the shots as sequence. the rest of the workflow remains the same
@RonnieMirands3 жыл бұрын
Instead of using render sequence (6:24ss) could you use batch render as well (if your settings on the render menu are correct, of course)"?
@sarkamari3 жыл бұрын
،Yes only if you have Arnold commercial version otherwise you get watermark on each frame.
@mohammedrafiq88463 жыл бұрын
Too good
@Jabroni1107873 жыл бұрын
Hey SARKAMARI, great video. I've watched it a few times, and I'm just following along with it now. Can you tell me where you got your matte pass from? I added the same aov's in maya, but I don't get one in the render.
@sarkamari3 жыл бұрын
Simply apply aiflat or surfaceshader on any parts you want and render out the scene. Done :)
@Jabroni1107873 жыл бұрын
Fantastic! Thanks for the awesome response time.
@melhayes204 Жыл бұрын
Hi Reza. Great video. I have a question about your grain approach. You added grain to the character and the plate. Is there a reason you did not de-grain the plate first and then add the grain back in along with the character? Thanks for these.
@sarkamari Жыл бұрын
The method you mentioned is also quite valid and it IS more common in big studios. I just wanted to focus on merging passes so ... ;)
@melhayes204 Жыл бұрын
@@sarkamari Thank you for your response and your contribution to the VFX Education.
@RedaHaskouri3 жыл бұрын
hi sir .. how i can export my 3D object with aovs without rendering from blender to nuke. sorry for my english , iknow its so hard to explain that . but i mean ..iwant to put my 3d object into nuke for fully control , not with render . becoz if it render, will show just image or video of my 3d object, not like a fully 3D object.. so how i can export my 3d object with aovs from blender.. any idea sir
@hglankshear2 жыл бұрын
Hi there, I was just doing this so I hope I can help. You can import 3d objects into NUKE using a ReadGEO node. You can use an alembic, fbx, obj or USD file to import, so make sure you save your object as one of those filetypes first. To have a 3d environment you can attach your readgeo node to a scene node, also adding in lights and a camera and attach these as well. Next you can choose either a ray render or scanline render node and attach this to the scene. Hopefully this helps, though this is an old question. I hope this can help anyone else out with a similar question.
@RedaHaskouri2 жыл бұрын
@@hglankshear ooh! thank youu sooo muuch sir , you so honest man. i still need to this , so thank you for your repley and help
@hglankshear2 жыл бұрын
@@RedaHaskouri I'm really happy that I could help! Learning NUKE can be quite confusing sometimes. There are so many nodes and things to learn! Glad I could be of service.
@manasmahata461611 ай бұрын
Where i get the passes for practice
@danielkovac24252 жыл бұрын
Please advise me: I have made a 3dmodel in 3dmax with both textures and lights. I will transfer it to Nuke via Alembic and here I want to assign to this 3d geometry the same textures that the model had in 3dmax. Take a video - thank you
@sarkamari2 жыл бұрын
You can use ReadGeo node in Nuke to bring geometry. You can also assign a texture to it with some limitations of course. However, you won't be able to import shaders and that alone really change the look of the scene. Remember Nuke is not a 3D software. It's 2.5D and it is best to be used as a post-production tool as opposed to a production.
@ady7d773 жыл бұрын
one question, can you do this but this robot animated, and moving, to see what is the workflow?
@sarkamari3 жыл бұрын
The workflow will be exactly the same. Instead of 1 frame you bring in a sequence
@johny16483 жыл бұрын
How to do you know what passes should be rendered to bring in nuke? Can I read about that somewhere? Looks very natural for you, but I dont get this step, thank you!
@sarkamari3 жыл бұрын
It varies based on projects. One tip I can give you as your first step is to think about what type of material you're using in your scene. Conductive (metal) or dielectrics (non metal) and based on that pick your pass. Each pass carries a very specific set of info that can be found in shaders
@johny16483 жыл бұрын
@@sarkamariThat makes sense. Thank you for response, youre awesome!
3 жыл бұрын
Please blender all layers and nuke compositing
3 жыл бұрын
I want blender Multi pass compositing on nuke
@sarkamari3 жыл бұрын
Hi Gezelim, what defines this workflow is not the 3D package but rather the primary render Engine. You can have Arnold installed for Blender 2.9 and the rest of the process is pretty much the same. Hope this helps :)
3 жыл бұрын
@@sarkamari i want cycles
@the_cytrowave_artist3 жыл бұрын
@ dude u just have to render out passes just search on KZbin for cycles aovs for compositing
@shahnawazrazi89393 жыл бұрын
Hi Sir, thanks for the tutorial. I have one question. If I just need two passes specular direct and indirect, then how the merging process will be done ?
@sarkamari3 жыл бұрын
Construct the two specular passes the same way. Do the same for diffuse then merge the result. The blue print or the skeleton of the workflow always stay the same
@shahnawazrazi89393 жыл бұрын
@@sarkamari thanks for the quick reply sir. if i export the main final output and only these two passes, will the passes merge in the same way with final output. i am confused that if the final output = a+b+c+d passes then if i export only the a and b pass then how the a+b will give the same output ?
@Bart1260 Жыл бұрын
Hi, thanks for your videos! I just wonder, how did you get the matte-pass (matte.exr)? Can you make a tutorial video about masking with AOVs? I have a video that I would like to add some particles to. Some of those particles bounce off the table in the middle of the screen and some go behind it. I made a table from a cube that I use as a mask and a collider and I would like to render ONLY the particles so that they are not visible from behind the table. Is this even possible to do?
@sarkamari Жыл бұрын
Hi and thank you There are many ways of doing this but I'd like to make ALL of the passes through render setup in maya: kzbin.info/www/bejne/q3jTm6WOfc6FmsU Just one out of many ways of course. Hope this helps
@Bart1260 Жыл бұрын
@@sarkamari Oh, I had forgotten this video! Thank you! I owe you a beer! 😆
@sarkamari Жыл бұрын
If I'd known, I'd have given you two links (two beers 🍻)
@Bart1260 Жыл бұрын
@@sarkamari 😂😂😂
@vegeta1629 Жыл бұрын
Where can i get these passes?
@unrivaled_trigger3 жыл бұрын
Thank you so much. Learned a lot. I have one question- will I get the same result if I use tif format instead of exr?
@sarkamari3 жыл бұрын
Thank you and yes you can. The only pass to keep as exr is Depth. You need high bit depth to access the depth information
@unrivaled_trigger3 жыл бұрын
@@sarkamari Got it. thank you
@davidmonteiro68222 жыл бұрын
Great content! i do have a question regarding the ID pass and usage. I would like to have more control over all the single parts of the mesh and its masks. meaning not just RGB but rather inbetween colors and render those as id maps out of maya and use them in Nuke. How can i do that the easiest? Thank you
@sarkamari2 жыл бұрын
Hi David. I personally prefer RGB for better workflow in Nuke. You can use multiple ID mattes to target different regions within your footage
@davidmonteiro68222 жыл бұрын
@@sarkamari thank you,!
@sarkamari2 жыл бұрын
@@davidmonteiro6822 I recenty published a video on Colour ID. I thought it might help you get a better result in your projects since asked that question a while ago: kzbin.info/www/bejne/q3jTm6WOfc6FmsU Hope you find it useful
@jimmyliu77382 жыл бұрын
hey, why don't you render each pass in Merged AOVs? which is a better way? Merged or not Merged?
@sarkamari2 жыл бұрын
Thank you. I suggest you watch multipass rendering part 2.
@jimmyliu77382 жыл бұрын
@@sarkamari thank you. But which way do you prefer? because I have seen people using either way in different companies.
@yzhshimrei98293 жыл бұрын
Can you share the file for practice
@carbonmania023 жыл бұрын
Sir can i know how you got Matte pass at 14:00 from maya Aovs
@sarkamari3 жыл бұрын
Simpler than you think. Simply assign Surface Shader (or aiFlat if you're using arnold) to specific objects and colour the main model white the rest black. You can either place the model with new material on a render layer within the scene (override material) or render the scene with new materials seperatly and make a render pass out of it. Hope it makes sense
@egemen89462 жыл бұрын
is it Aces ?
@sarkamari2 жыл бұрын
Yes. However, any other colour space can be adjusted in Nuke (read node).
@Hindurashtra9369 ай бұрын
footages🤔🤔🤔🤔🤔🤔🤔🤔
@solo18432 жыл бұрын
where can I find the Alpha Aov ?
@sarkamari2 жыл бұрын
Are you referring to the project files?
@solo18432 жыл бұрын
No sir, I meant..how do you render a separate alpha aov in maya
@sarkamari2 жыл бұрын
When you render as exr (or any high bit depth extension) the file actually comes with alpha imbeded. If you want to have a separate alpha pass as a sequence I usually use the Render Setup window. I have a tut on how to use the tool as well. Hope it helps :) kzbin.info/www/bejne/q3jTm6WOfc6FmsU