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CG Compositing Series - 2.4 Material AOVs - Albedo & RAW Lighting 

CompositingMentor
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16 окт 2024

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Комментарии : 15   
@themolx
@themolx Месяц назад
Thank you Tony! You always save me!! I hope that we will see on fmx, so I can buy you a beer!
@mrrafsk
@mrrafsk 7 месяцев назад
A point about vRay.. 1) yes it does name the albedo file 'diffuse' by default to confuse you 2) If you use the VRayLightSelect feature in Vray then you can break the lighting into direct/indirect, and you don't get those janky artefacts when Div/Mult the albedo and rebuild - it's a legacy issue. ..One SSS trick.. If your render is like 50% SSS and you don't have a SSS_albedo bluring the albedo before div/multing can help keep the translucent look. ...looking forward to your next video Tony!
@joshmethven4710
@joshmethven4710 9 месяцев назад
Interesting stuff - thanks Tony!
@abuhhhhhhhhhhhhhhhhh
@abuhhhhhhhhhhhhhhhhh 8 месяцев назад
By far the best video explanation on this subject, very helpful.Thank you so much!
@mrrafsk
@mrrafsk 7 месяцев назад
What an excellent set of tutorials, now you have explained this better than I could, maybe my colleagues will separate/gang their indirects/directs together, and separate albedo/light when grading. ;-). I think another biggie here is that if one grades ganged groups (whether its separating indirect/direct or the total of a component i.e. Direct_Diffuse & Indirect-diffuse), then you are far less likely to break the CG, and have the CG_Sup in dailies A/B the lightingSlap with your comp and say WTF (in a lovely way))
@Amr_Cinema
@Amr_Cinema 9 месяцев назад
always the best
@manojachar5083
@manojachar5083 9 месяцев назад
WOOW SUPER sir please keep uploading videos sir
@andreashebo2795
@andreashebo2795 8 месяцев назад
Thank you so much Tony for explaining these things and being so generous with your time and knowledge.❤ Im really glad to have seen a solution to these diffuse pass issues, which last year drove me nuts with a bunch of blender renders 😅 Do you plan on covering lightgroup passes in this series as well, and how these can be used in conjunction with the render passes? For example if you have light sources you need to animate in comp, instead of baking it into the cg renders.
@andreashebo2795
@andreashebo2795 8 месяцев назад
Unless of course the solution would be to render the entire scene just with said particular light and then make the same adjustments to the diffuse and specular passes on the primary render set and then just plus it in? Thanks again
@CompositingMentor
@CompositingMentor 8 месяцев назад
Thanks for the kind words! Yes i plan to cover light groups and then more importantly solutions to this light group / material AOV adjustment problem. And it does not involve rendering the different aovs for each light, there is actually a very nice elegant solution, which i will cover. For now i am slowly building towards it 👍
@andreashebo2795
@andreashebo2795 8 месяцев назад
@@CompositingMentor Uhh, that sounds very interesting😎 I'm going to be looking forward to this 🙏🏻 thank you for your reply
@jakobkardoeus9866
@jakobkardoeus9866 7 месяцев назад
Super interesting video, thanks for sharing all of this! :) I have a quick question to 48:17 - what is the benefit of having a reformat before a roto? Is it just a safety thing, if the project format changes, that the rotos are still in the same place, or whats the thing about doing it like that? :)
@CompositingMentor
@CompositingMentor 7 месяцев назад
Theres a lot of different formats read into the script, so plugging the roto in a reformat allows you to set what format you want the roto to be, otherwise it will grab the main script format. To preserve the bounding box of the roto shape you switch the resize to “none”
@HunterHungry
@HunterHungry 7 месяцев назад
thank you
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