3.4.09

Render Layers

MR support in Maya2009 is spotty at best. After some experimentation I've concluded the mia pass material can output direct light, indirect light, reflections (pre-multiplied), specular, AO, and zdepth. These passes will also work with a FG lighting model.

However, there is absolutely no support for global illumination - the renderer becomes bogged down in a seemingly infinite render. I even tested it on the Render Rocket render farm and had to concede defeat and abort it. To work around it, I had to manually set up the pass materials and scenes. A week and a half later, everything is rendering fine and speedy (at least for me).

A total of 34 final render passes:

BG (1 shot complete, 11 remain)
color
ambient occlusion
direct light - blue, sun, red, led
indirect light - blue, sun, red
raw reflection
reflective mask
reflective ambient occlusion
specular
glass
glass mask
color index
depth

CHRIS (1 shot complete, 11 remain)
color
ambient occlusion
direct light - blue, sun, red, led
indirect light - blue, sun, red
matte shadow
raw reflection
bg reflection
reflective mask
reflective ambient occlusion
specular
lens - inner, mid, outer
lens mask
motion vector
color index
depth

JEANNE (0 shots complete, 7 remain)
film plate
matte shadow
bg reflections
chris reflections

LAUNCHPAD (3 shots complete, 0 remain)
beauty
ambient occlusion
depth

26.3.09

Final Style Frame

Final render for the catalog frame - this is more or less the way my final output will look.

12.3.09

4.3.09

Storyreel v1.05 with audio

Set up pipeline from Fusion to FCP and Soundtrack Pro.
Key is much rougher. Color balance needs to be fixed. Scratch music mixed with early compositions. Voiceover roughly synced. No titles.
video

25.2.09

1.04 Storyreel

Applied some early materials and matched cameras.
video

24.2.09

More Materials

Here're a couple new material tests as well as a few refinements.


Glass


Water in a tube


White plastice (updated)


Brushed aluminum (updated)

21.2.09

Early Material Tests

I built a tester for my mentalray materials today, and here are a few early attempts. There's also a sub-surface bar hidden under the material.


Lambert


Brushed aluminum


Shielded glass


Generic white plastic