MULTI PASS RENDERING AND COMPOSITING WITH ROBBY BRANHAM tutorial series 07

 This tutorial explained UV mapping. This essentially changes the size/amount of checker boards on a model. A checkerboard helps UVing as it tells you how much space you have and how far your textures will stretch. The UV pass tells the UV coordinates if information is going in between models and the background. This means there will be an outline with the background and model as there is no where else to put it.  This can be made less obvious with a utility pass. With non filtered utility passes more issues arise. this outline is called an 'artifact'.

Removing the checkerboard and replacing it with a grungepass gives better results. You scale it up so there is more grunge dots, add a grade to lighten it by 2. Plug this to your ST Map to add it in the whole scene. The noise also scales the dot rate.

If you kept the checkerboard and select merge over it, the grune will be transparent on the black and visible on the white. An actual grunge texture is better, but noise still works. To confirm this select multiply by lighting operator. Finish with repeat to rebuild to increase specularity and remove blurriness. Subtly is best.

As great as Maya is, post compositing helps with tones, colour grading, removing blurriness, it cleans up the image overall. 80% 3D  and 20% editing.

Comments

Popular posts from this blog

Major final animation

Major not losing lighting

PRE-VISUALIZATION FOR FILM WITH JASON MICHAEL HALL continuing shot blocking