
Basic overview of the course and the final result that we are going to achieve
Location of the Alembics caches, textures, shaders and EXRs render sequences in order to follow every lesson
In this video I will show you how to import the Alembic caches from the source files to Maya
In this lesson we will import the shaders and textures for all of the geometries
This lesson is an introduction and summary of the lighting section
In this lesson we will adjust our render settings, subdivisions and displacements in order to have faster previews when we make our render tests.
In this lesson we will create our light rig by creating a 3 point lighting setup
In this lesson we will continue building the light rig. For this part we will use only spotlights instead of area lights because this will avoid having long noisy renders.
In this lesson we will give more shape and volume to the creature by creating additional rim lights to specific areas of the model.
In this lesson we will give the final light adjustments to our light rig.
In this video we are going to check how the light setup is affecting the environment and how we can improve it for the compositing section.
In this lesson we will create our AOVs to have control over each individual light in Nuke. To do this we will separate the lights in multilights using Arnold render light groups, we will also create utility passes such as word position pass, motion vectors, normals and deep data
In this lesson we will continue setting up the AOVs, this time we will focus on creating the multilights using, light groups and Arnold render expressions.
In this lesson we will divide our scene in order to render the geometries in different render passes. To do this we will rely on Maya's 2020 render layer system.
This lesson we will recap all the lighting work done in this section.
This lesson is a summary of what we are going to achieve in Nuke after rendering the shot in Arnold by using the AOVs and nuke node graph.
In this lesson we will start art directing our lighting setup in Nuke and establishing the mood of our scene without the need of re-render anything in Maya.
In this lesson we are going to import the EXR sequence in Nuke and extract the multilights individually, then we are going to combine them again in order to have control over the each light intensity and color temperature.
In this lesson we will end adjusting and animating our lights in Nuke
In this lesson we will use the UV pass in order to mask our lights in 3d space inside Nuke. By applying this technique we will avoid using time consuming roto mask
In this lesson we will use the relight node along with the position and normal AOV from Arnold in order to create a mask for the multilights in Nuke.
In this lesson we will enhance our composition by adding depth of field with the deep data EXRs and the deep recolor node from Nuke
In this lesson we will fix the motion vector AOV from Arnold in order to make it functional inside Nuke. Then we will use the vectorBlur node to create the motion effect.
In this lesson we will make the final adjustments to our composition, and also add a fog pass in order to add realism to the comp.
wrapping up the course!
In this course I will show you how to light and composite a real production shot in Arnold render and Nuke. You will learn the techniques used in the large VFX studios for rendering and composite high quality images for film and video game cinematics. You also will be able to create a custom version of the scene because I will provide you with the necessary assets and techniques to create you version of the shots in order to add it to your demo reel or portfolio.