
Learn to render CGI into a live-action shot using Maya, Arnold, and Nuke, focusing on shaders, lighting, projections, and creating accurate reflections and shadows for a photorealistic composite.
Review the basic knowledge needed to start this class, including Maya and Nuke fundamentals, navigation, modeling, lighting, textures, interface basics, rendering, and optional camera tracking.
Discover how to download essential software for this course—autodesk maya educational version, nuke non-commercial from the foundry, and blender optional—then set up project files and access a 3d track if needed.
Track the plate and camera move, render the car in Arnold and Maya, export shadow and reflection passes, and assemble a slab comp toward the final VFX render.
Learn how to perform a 3d track in Nuke by undistorting the plate, configuring unknown lens, sensor size, and focal length, and using a free camera to integrate CG elements.
Master 3D camera tracking in Blender and export the data to import into Maya, Arnold, or Nuke, with optional resources and export steps explained.
Learn to clean up a Nuke 3D track by adjusting max error, removing outliers, and deleting rejected trackers to improve tracking quality and ensure even marker distribution for reliable parallax.
Orient a 3d scene in Nuke by setting origin and scale, use a camera tracker with undistorted footage, then export camera and point cloud as fbx for Maya integration.
Set up the Maya project by setting the Maya folder as the default workspace, then import the FBX scene, adjust scale, and align cameras and locators for accurate live-action VFX.
Import image planes into the camera view and enable image sequence, then scale the scene to match real-world car size, adjust the far clip plane for proper visibility.
Project a background plate in Maya by setting image size, enabling film and resolution gates, and using a surface shader projection from the shot camera with perspective and matched resolution.
Adjust the projection by tweaking the ground plane and nearby geometry to reduce sliding, align with locators, and improve accuracy for reflections in the car.
Blend a 360 HDR spherical projection to replace the back area and create ground reflections, then bake the texture into UVs for final ground plane texture in Photoshop.
Create a mask in photoshop to isolate the car area, then blend the projection by color-matching with a curve, and use clone stamp to erase seams and extend background reflections.
Update the projection by loading a newly saved JPEG, combining textures, and applying a surface shader to reveal the updated reflected sky and ground on the car.
Position a large projection plane and apply the camera-projected surface shader to extend the background, then texture and color-correct in Photoshop to control reflections as the camera moves.
Import and position the car model, switch to wireframe view, and prepare the geometry by ungrouping and grouping pieces for efficient texturing and shading.
Group car components by material in the outliner—wheels, exhaust, bulbs, glass, housing, and frames—then plan smoothing, basic lighting, and image based lighting to drive shader creation and render prep.
Set up image-based lighting in Arnold with a skydome light and HDR, color grade in Nuke to match footage, and organize the scene with groups and layers.
Learn how to fix broken normals on 3D geometry to ensure correct shading and outward-facing faces, using reverse, set to face, conform, and smoothing techniques.
Apply the Arnold car paint shader to a smooth car model, tuning base color, clear coat, and specular highlights, while using chrome tests and exposure adjustments to enhance reflections.
Refine scene lighting and camera framing to balance exposure and car proportions, then create a bumper shader in Arnold with a dark, plastic-like finish, tuned roughness, and a subtle coat.
Apply chrome and rubber tire shaders to a car model, group geometry by material, and adjust roughness and lighting using IPR, HDRI, and glass attributes for a polished final render.
Learn how to create glass in Arnold by switching from the standard surface to a glass shader, adjusting transmission, depth, and light scattering to control color and transparency.
Explore glass rendering by adjusting specular, roughness, and transmission to control reflections and transmission through multiple glass sheets, while tuning samples and ray depth.
Set up a background for arnold glass by managing textures and tiling, applying car materials (paint, chrome, glass) to the taillights and edges, and adjusting glass roughness for rain‑fog effects.
Tune the chrome shader and lighting in the car scene by lowering chrome weight, increasing roughness, and adjusting the IBL; smooth the body and refine taillight chrome.
Apply a water drip texture to a car in Maya, using bump maps and displacement to create drips, then render with Arnold, adjusting bump height and resolution for realistic reflections.
Adjust geometry by selecting vertices and pulling them down to fix the white edge in the camera shape render, using Arnold view to isolate areas and verify shading before 3-D displacement.
Organize the scene into layers, build water drips geometry on the car, and apply displacement using a file texture in an Arnold shader.
Learn to control 3d drip displacement in Arnold by clipping the scalar start value, previewing displacement, and adjusting alpha and texture to render believable car drips.
Use the clip geo layer in Arnold to cut away troublesome displacement by applying the clip geo shader to a duplicate model and a cube proxy via visibility.
Set up render passes for compositing in Arnold, enabling diffuse, reflection, refraction, normals, position, specular, transmission, and Z depth, then add ID passes for targeted color correction in the compositor.
Learn to create id passes for geometry isolation in Arnold live action vfx, assign red, green, blue user data colors to tire, chrome, glass materials, and render for color correction.
Balance render settings by adjusting ray depth, transmission, and specular bounces to reduce speckles without long renders, then prepare final tweaks for the car scene and condensation.
Add condensation to a car paint shader to create a cold, wet look with a condensation map. Export the texture and adjust brightness with a range node to drive roughness.
Finish the shaders by applying the arnold standard surface to the license plate, add texture and bump maps, and tweak roughness and metalness for a realistic look.
Finalize the shaders for tires, chrome, glass, and windows by adding roughness and 3d drips, refining displacements, and removing artifacts.
Create emissive light sources in Arnold by turning car bulbs into a single mesh light, adjusting intensity and color, and timing emission at frame 84 for compositing.
Turn off the background's primary visibility to isolate the car, preserving reflections and lighting, then render passes and export a sequence for Nuke composites with a separate ground-interaction scene.
Render a 130-frame sequence in Maya with Arnold, setting frame range, camera, and merge options; test 20 frames to estimate full render time and adjust specular samples for less flicker.
Render photorealistic CGI into your filmed footage! This Maya / Arnold training course is intended for those who want to learn how to integrate CG with live action footage.
We cover aspects like camera tracking, rendering and integrating with HDRIs, blending multiple projections in Maya, creating shaders for realistic materials, and wrapping it up with rendering the correct passes out for Nuke compositing.
Why learn from this course?
This course is intended for individuals looking to have a better grasp about rendering CG into real life. You are getting the know-how and correct processes to be able to achieve this, as well as learning the deeper techniques in order to apply it to your own projects later on. It also builds a foundation for the CG compositing aspect, which comes after lighting and is extremely important for a great final image.
Your instructor has worked on feature films such as:
Star Wars: The Rise of Skywalker
Avengers: Endgame
X-Men Apocalypse
The Mandalorian
Fantastic Beasts and Where to Find them
....And many more.
First, what do I need to know entering this course?:
2. A beginner knowledge of Maya and Arnold
3. A beginner knowledge of how the hypershade works and materials work in Arnold
1. A beginner knowledge of Nuke and Nuke's interface [Preferred, but not absolutely necessary. Most of the class is inside of Maya.]