Hey, sorry for the simple question - I wanted to add an hdri background to my character render in Nuke using the alpha channel as described here. The problem is I've (stupidly) rendered the character against a 50% grey backdrop (pic1) rather than just making the backdrop invisible so the character would be against black.…
So, I have my base mesh on a MR render layer ( so i can use FG , and another render layer with a software renderer override, which contains my toon outlines. I'm using offset mesh outlines because paintFX don't align to the profile properly. I have open edge and shader boundry outlines on. The problem is the open edge…
1) Designers who can't make up their mind what to do until the last min which happens to be 3 weeks past their deadline and a solid 1.5 months of bugging, begging and suggesting ideas from the art dept. Only to have them all shot down and being told to wait. Then said designer gives the art team a half baked idea and…
For rendering this you have a lot of options. You can render it as is in Zbrush, heres a pretty good tutorial I use: http://henningsanden.com/2013/05/11/zbrush-turntable/. You don't have to worry about the turntable part but you can go that far if you would like. You can just render a single shot that you want. Rendering a…
Leave the resolution at 72. Even if you were rendering for print its usually faster for Maya to just render at 3 - 4 times the dimension sizes than it is to render at 300 dpi*. Then go into the Maya Software tab, and change the Quality drop-down to Production Quality. This is a preset that will also change the Edge…
I disagree. Making skin maps for offline rendering (arnold) requires that you preview it from time to time in the actual renderer with the subsurface algorithm. None of that takes place due to what I believe is the legal shutdown of arnold tutorials. Why he didnt choose mental ray, we'll never know. EDIT: let me add to…
[ QUOTE ] different render btw, too, messed around with exposure control and stuff. [/ QUOTE ] if this is for realtime and you wish us to assess the model the best we can, don't do beauty renders. don't render with soft shadows...etc. the best i've been able to acheive that is closer to what can be ingame is to use…
As far as I understand it... Alpha-tested stuff can usually get rendered on the same pass as the rest of the solid geometry, so it sorts fine and it's cheap to render. Blended alpha has to be rendered in a second pass, ontop of the solid geo pass. Then there's oddities with the sorting order of the blended alpha polygons…