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Showing posts with the label Tutorials

Maya Tutorial: High Dynamic Range (HDR) Lighting 19/05/2017

Final Result So HDR stands for High Dynamic Range, and what it is, in a nutshell, is an image or number of images that have been taken so that they may be used to replicate real-world lighting inside of 3D software. So for people who are creating anything with realism factored in, HDR is most likely used in their work. HDR images are used in '32 Bit' and have the most information, anything lower than 32 Bit is classed as LDR (Low Dynamic Range) . Multiple images are taken on a chrome ball, at different exposures, and are combound in order to create a single image, this is what will be used to create the lighting. When creating a HDR image in Photoshop, there a function already avalible called 'Merge to HDR Pro', which will basically create a HDR image for us, as well as allowing us to tweak certain aspects of our final image. Once this is made, the final file can be saved out as either an OpenEXR (*.EXR) , Radiance (*.HDR;*.RGBE;*.XYZE) or a TIFF (...

Maya Tutorial: Mia Material X 28/04/2017

Mia Material X is connected directly with Mental Ray, so once again, Mental Ray needs to be activated in order to activate this function. So this whole tutorial was more of an exercise in the hypershade rather than in Maya. Things like HDR lighting, final gather, render resolution and color correction can be applied really well here. I think Alan actually worded this pretty perfectly when he said that Mai Material X is like "A Swiss Army Knife" (A Postings. 2016) The whole idea the whole idea of this shader is that it can do a ridiculous number of things, it can be chrome, copper, water, glass rubber and ect, ect, ect. This is a material that really just needs to be experimented with in order to get the correct result.