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Rendering for Compositing (in Maya 2011) - Molecular Movies

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The art of know<strong>in</strong>g how to set up a render layer<br />

strategically comes with experience and<br />

experimentation. This example will provide you<br />

with one approach but there are many variations<br />

to this approach that you will discover on your<br />

own when creat<strong>in</strong>g your own scenes. To beg<strong>in</strong><br />

with you’ll create render layers from an animated<br />

scene <strong>in</strong> <strong>Maya</strong>.<br />

1. Open the composit<strong>in</strong>g_v01.ma scene<br />

from the scene files. This scene has two<br />

prote<strong>in</strong>s that are <strong>in</strong> the process of<br />

b<strong>in</strong>d<strong>in</strong>g. The animation is complete <strong>for</strong><br />

the scene and baked <strong>in</strong>to the objects.<br />

2. An animated camera and camera aim<br />

have been set up as well as a pair of<br />

directional lights.<br />

3. The background <strong>in</strong> the animation is a<br />

polygon sphere with a Lambert texture<br />

applied. The Lambert texture has a 3D<br />

texture connected to its <strong>in</strong>candescence<br />

channel. The texture is a volume noise<br />

node, the 3D placement node of the<br />

texture has some animation <strong>in</strong> its<br />

translation and rotation channels. This<br />

will create the effects of roil<strong>in</strong>g turbulent<br />

patterns <strong>in</strong> the distant background<br />

suggest<strong>in</strong>g an organic cellular<br />

environment.<br />

4. Each prote<strong>in</strong> is made up of two objects;<br />

the outside is a mesh and the <strong>in</strong>side is a<br />

ribbon. The idea of the animation is to<br />

have the mesh as a semi-transparent<br />

object with the ribbon representation<br />

<strong>in</strong>side.<br />

5. Switch to the renderCam <strong>in</strong> the<br />

perspective w<strong>in</strong>dow and create a test<br />

render. It looks okay, it could certa<strong>in</strong>ly<br />

be improved with some more work <strong>in</strong><br />

<strong>Maya</strong>. The transparency of the mesh<br />

objects is accomplish<strong>in</strong>g the goal of the<br />

animation but its look is somewhat<br />

lack<strong>in</strong>g <strong>in</strong> terms of style. Likewise the<br />

background is very detailed and<br />

distract<strong>in</strong>g.<br />

The orig<strong>in</strong>al concept was to blur this<br />

background, which can be accomplished us<strong>in</strong>g<br />

depth of field <strong>in</strong> <strong>Maya</strong>, however this will add a<br />

great deal to the render time of the animation,<br />

particularly if the depth of field is to be rendered<br />

us<strong>in</strong>g metal ray. Furthermore, if it is decided that<br />

the blurr<strong>in</strong>g effect is too strong or needs to be<br />

changed, the entire sequence would need to be<br />

re rendered which is not terribly efficient. One of<br />

the greatest advantages of break<strong>in</strong>g the scene<br />

The prote<strong>in</strong> objects are each a group conta<strong>in</strong><strong>in</strong>g<br />

a surface mesh and a ribbon representation of<br />

the prote<strong>in</strong>.<br />

The current scene rendered straight out of <strong>Maya</strong><br />

is adequate but not terribly clear or <strong>in</strong>spir<strong>in</strong>g.<br />

advTutorial 8: <strong>Render<strong>in</strong>g</strong> <strong>for</strong> <strong>Composit<strong>in</strong>g</strong> (<strong>Maya</strong> <strong>2011</strong>) Spr<strong>in</strong>g ‘11<br />

2

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