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Grading the Depth passes to get more DOF
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Multiple Authors
Pluralsight
Multiple Authors
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.
Introduction and project overview
1

Introduction and project overview

 
01:08
Preparing Maya scene for multi-pass rendering
2

Preparing Maya scene for multi-pass rendering

 
07:33
Creating Contribution Maps for multi-pass rendering
3

Creating Contribution Maps for multi-pass rendering

 
05:31
Setting up render passes in mental ray
4

Setting up render passes in mental ray

 
09:48
Using Custom Color Buffers to render specialized passes
5

Using Custom Color Buffers to render specialized passes

 
09:06
Creating new render layers and using layer overrides
6

Creating new render layers and using layer overrides

 
11:08
Combining the passes into a single EXR file
7

Combining the passes into a single EXR file

 
11:00
Using Merges to composite 3D render passes
8

Using Merges to composite 3D render passes

 
07:40
Tweaking and color correcting various channels in NUKE
9

Tweaking and color correcting various channels in NUKE

 
08:04
Creating a Lightwrap to tie the Foreground to the Background
10

Creating a Lightwrap to tie the Foreground to the Background

 
04:05
Painting our Alpha Channel to fix issues
11

Painting our Alpha Channel to fix issues

 
06:04
Setting up a basic depth of field effect using the depth pass
12

Setting up a basic depth of field effect using the depth pass

 
07:01
Grading the Depth passes to get more DOF
13

Grading the Depth passes to get more DOF

 
04:26
Tweaking the Zblur node to get a nice DOF result
14

Tweaking the Zblur node to get a nice DOF result

 
06:27
Adding depth of field to the background
15

Adding depth of field to the background

 
04:54
Using the Zslice node to fix alpha issues with the head
16

Using the Zslice node to fix alpha issues with the head

 
03:05
Using the EdgeBlur and Dilate nodes to Merge the head
17

Using the EdgeBlur and Dilate nodes to Merge the head

 
07:48
Using Backdrops to organize our Node Graph
18

Using Backdrops to organize our Node Graph

 
03:31
Fixing common HDR issues with a Clamp node
19

Fixing common HDR issues with a Clamp node

 
04:24
Adding chromatic aberration to our image
20

Adding chromatic aberration to our image

 
04:12
Making changes to the final image with color correct nodes
21

Making changes to the final image with color correct nodes

 
04:27
Adding and tweaking Grain for that final level of detail
22

Adding and tweaking Grain for that final level of detail

 
07:27