VR036 - vr_retexturing_and_relighting_v01
VR_LEVEL_3
•
31m
It is sometimes necessary to texture meshes during composing, a particularly efficient way of swaping bitmaps files
at the last minute ! Specific V-Ray render elements rendered in 32-bits are used along with camera and meshes alembic exports, those assets must be used using raw compositing techniques to seamlessly replace already rendered textures
Up Next in VR_LEVEL_3
-
VR021 - vr_lighting_photorealism_pt2
Part 2 will go deeper into photorealism with the simulation of real lens distortions in V-Ray but mostly in Nuke: Chromatic aberrations, grain simulation, field curvature an edge fine-tuning area among the topics addressed in this tutorial.
-
VR022 - vr_lighting_photorealism_pt1
Replicate the look and feel of real cameras is often required, CG renders look often artificial because of their digital origin,We spend substantial amount of time to “degrade” the perfection of our renders. Lens and barrel deformations, aperture, focal length and sensor size simulation and vigne...
-
VR018 - vr_compositing_pt3
Rendering separately light sources with render elements (AOVs), then re-assemble them during compositing allow infinite artistic changes without extra rendering, particularly when rendering in 32-bits. Raw compositing allow even more massive lighting changes.
Note: since V-RayNext, light select...