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Maya | Multi-Pass Rendering
by Lance Evans
 

Multi-pass rendering (MPR) is the secret workhorse of all 3D. It allows the artist to produce effects and a wide range of treatments that could not otherwise be created. More importantly, it gives the production team the power to save tremendous amounts of time, and money. Multi-pass techniques are so powerful that it is often said they are more important than the choice of 3D package. There is more than a little truth to that, however Maya adds many tools that make it uniquely suited for industrial strength MPR projects.

This MediaBook is perhaps the most comprehensive study available on this very important topic. In it, the reader will find an exhaustive study on the topic's wide range of applications:
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BONUS: Andrew Chapman and the RENDERPASS Plugin
Andrew Chapman (Senior Technical Director, Framestore CFC) is the creator of the acclaimed RenderPass plugin for Maya which offers the animator powerful multipass controls. The fully functional version of his plugin is included free with this product (Win/ OS X/Linux versions).

Andrew has created introductory and advanced video tutorials for the Software section of this MediaBook. He explains advanced use of his software in solving heavy production problems for film and commercial work.   

(This one section is not captioned)

BONUS: Oscar Nominee Tomek Baginski of Platige
Tomek Baginski is the genius animator/creator of last years hugely successful "The Cathedral" animation short which swept most of the wards shows including Best of Siggraph, and an Oscar Nomination. Tomek has contributed a segment discussing how he relied on MPR and compositing tricks and techniques to get The Cathedral done. He has also included the After Effects compositing files from the Cathedral's climactic scene. These are the actual files used to make the short film, in full 2k resolution.

SECTION I: START

Introductory discussions on the benefits of MPR, compositing and post production. Covers the strategic advantages of 2D when used in conjunction with 3D source material, and touches on what can and cannot be isolated for use in these projects.

SECTION II: MPR Toolsets

Presented within the Maya interface for accelerated learning benefits, this section offers the reader a full breakdown of every tool in Maya which can be used to further an MPR project. Using video, animation and advanced sidebars, the material's level of sophistication increases as the reader progresses. One section builds upon the last, benefiting both newbies and the experienced professional.

Maya has a limited number of tools specifically designed for multi-pass rendering. They are very good, but can only take the animator to a certain point. The greatest benefits are realized when one understands how powerful more common controls can be for MPR when incorporated into the right workflows. Professional MPR workflows often include tools and toolsets that we do not associate with MPR, yet can be vital to its success.

The section starts off covering fundamental tools like Alpha channel controls, then moves onto discussing the full range of tools in relation to Visibility, Lights, and Maya's built-in MPR toolsets. It goes on to an in-depth exploration of the more advanced tools like all Matte Opacity modes, advanced Shader/Texture nodes like UseBackground, and Ramp. Special attention is given to the new Photoshop PSD node that offers the MPR artist and all Maya users extraordinary new workflows.

Section two also looks at exotic separation methods using depth of field, clipping planes, and texture based selection sets/MPR masking techniques using both 2D and 3D maps. Of particular interest is the explorations of ways to automatically animate the masking process to sync up to other actions in the scene.

After hours of study material and tutorials, this section finishes with a single comprehensive tutorial that breaks down a scene into all of its component parts. The reader learns how to manually extracted each layer of information from the scene, and then rebuild it all in the compositing application. Every animator will find the new level of control immediately addictive and forever change the way they work.

SECTION III: Advanced Multi-Pass Rendering Tutorial

This tutorial's focus is on putting into practice many of the techniques discussed in the previous section. It takes a basic 3D scene that includes many typical attributes, and proceeds to explore and discuss the wide ranging ways we can extract all of the attributes into discrete and renderable layers.

Included is a fully working built-in compositor interface for learning and experimenting. This will allow the testing of the various layers extracted in this exercise, and offers real-time results for instant feedback.

SECTION IV: ADVANCED SUBJECTS

Building upon the groundwork already covered, this part of the MediaBook dissects ways of implementing various attributes to best advantage. Some of the more exotic treatments include:

  • Simulating 3D texture mapping in a 2D compositor application
  • Ways to use duplicate passes of attributes to greater advantage
  • Extensive coverage of Alpha channel and Transparency controls
  • Techniques for manually creating shadows and baked textures
  • Motion Blur and Depth-of-Field treatments
  • How to create a functional 3D scene in a 2D application! [see sample]



Maya | Multi-Pass Rendering
Screenshots & Samples

 
Simulating 3D in 2DBuilt-in Compositing Engine
 
Special TreatmentsReal-Time Lighting Rig
 


PURCHASE
* Operating System:
 

SPECIFICATIONS

Format: MediaBook
Platforms: OSX or Windows
Media: DVD
Audio Languages: English
Subtitles: English

 


view cover







PARTIAL TABLE OF CONTENTS

START
1.What is MultiPass Rendering?
2. 2D versus 3D?
The Benefits of Post
A Render Pass by Any Name
3. What Can be Isolated?

MPR TOOLSETS
1. Alpha Channels
A. Intro to Alphas
B. How do Alpha Channels Work?
C. To Pre-Multiply or Not?
2. VISIBILITY
A. Visibility Basics
B. Turning Visibility On & Off
C. Display & Render Layers
3. LIGHTS
A. Visibility of Lights
B. Basic Lighting MPR
C. Advanced Lighting Set up
D. Lighting Passes in Post
E. Lighting Test Box
4. MPR DIALOGS
A. Render Global
B. Model Attribute Editor
C. Material Attributes
5. EXOTIC SELECTIONS
A. Z-Depth Maps
B. Clipping Planes
6. SOFTWARE SOLUTIONS
A. Maya Embedded Language
B. Render Passes Plugin

TUTORIAL 1:
MPR & COMPOSITE

Customized Separations: Rolling Your Own
Background Elements
Foreground Elements—The Main Model
Tips as you set up and render scenes
Compositing Our Test Layers

ADVANCED
1. Texture Mapping in 2D
A. Simple Fixes
B. 2D Texture Mapping with Distortion
2. Additional Passes—Same Layer
A. Texture Mapping
B. Over-painting Layers
C. Multiple Attribute Passes
D. Multiple Effect Passes
3. Customized Alpha Mask Channels
A. Alpha Border Modifications
B. Creating Transparency
4. MPR Shadows
A. Use Only What is Needed
B. Choose Your Method
C. Render Once
5. Motion Blur Effects
Selective Blurs
MPR Blurs
When A Blur Is A Trail
6. Depth Pass in Post
By Any Name
Choosing Your Format
Grays & Resolution
Fog As Depth
Clipping Planes & Depth Maps
Creating Depth of Field
Creating Depth of Fog
Depth Masks: Creating 3D Scenes

CONCLUSION

 


Minimum Requirements:

Mac OS: PowerPC G3 or better, OS X, 128MB RAM, Quicktime, 1024x768 monitor with 24bit color, DVD drive

Windows:Pentium II or higher, Windows 95 or later, 128MB RAM, Quicktime, 1024x768 monitor with 24bit color, DVD drive

 


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