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Tutorial: Multipass rendering in Maya and Mental Ray

Monday, July 12th, 2010 | Article by Gustavo Eggert Boehs

This tutorial shows a workflow for rendering 3D scenes in separate passes and compositing these renderings for finer control. The 3D rendering will be done in Maya, using Mental Ray and its “mia_x_Passes” materials, that allow the output of all information used by the shader at render-time. The compositing of these renderings will be done in Nuke using OpenEXRs in a linear workflow.

  1. Introduction
  2. Separating scene elements in contribution maps
  3. Separating passes for each contribution map
  4. Saving multi-layer OpenExr files
  5. Compositing shaders in Nuke
  6. Writing custom color buffers

Scene Files for Tutorial

Chapter 1 – Introduction

Chapter 2 – Contribution Maps

Chapter 3 – Passes

Chapter 4 – Multi-layer OpenEXR files

Chapter 5 – Compositing shaders in Nuke

Chapter 6 – Writing custom color buffers

Author Bio
Gustavo Eggert Boehs has a degree in Graphic Design by the Federal University of Santa Catarina,Brazil. He has also atended a one year 3d animation course at Melies, during this time he directed and produced from start to finish his animated short “Chicken’o’Matic”. He now works at a post house in Brazil called Ilegal FX as a Generalist 3d artist.

Author’s Website
http://www.gustavoeb.com.br/blog

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