VR018 - vr_compositing_pt3
VR_LEVEL_3
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1h 5m
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 selections must be revisited, check my other tutorials.
Tutorial to watch next: “vr_compositing_pt4” and “vr_light_selection and its compositing in depth”
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VR017 - vr_compositing_pt4_v02
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VR029 - vr_FX_lighting_rendering_and_...
Working with non-polygonal assets such as smoke, fire, water, fog is very intimidating. This tutorial is not about their creation and animation but about the lighting, shading and compositing of the methods available with Maya and V-Ray: fog effects with the V_ray_environment_fog, dust with Maya’...
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VR027 - underwater_volumetrics_caustics
Simulating glass and transparent materials cam be intimidating, particularly when it comes to create the envelope of light rays called caustics. The major bullet points are: glass versus plexiglass, neutral versus tinted glass, thick versus thin glass, glass with gold inserts and more !
Tutorial ...