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Rendering for Compositing (in Maya 2011) - Molecular Movies

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This type of shad<strong>in</strong>g when comb<strong>in</strong>ed with the<br />

familiar X-Ray shad<strong>in</strong>g technique can create a<br />

very conv<strong>in</strong>c<strong>in</strong>g EM Scann<strong>in</strong>g look.<br />

10. Create four new render layers, name<br />

them “Xray”, “Depth”, “Ribbons”, and<br />

“BG” (BG is just shorthand fro<br />

“background”). The order of the layers<br />

does not matter, each layer is an<br />

isolated version of the scene<br />

11. As you click on each layer you’ll notice<br />

the scene elements disappear, this is<br />

because objects need to be added to<br />

each layer, click on the masterLayer and<br />

you’ll see he scene elements return.<br />

Click on the prote<strong>in</strong>Color layer. In the<br />

Outl<strong>in</strong>er expand the ribo and <strong>in</strong>hibitor<br />

groups. Select the riboMesh object from<br />

the ribo group and ctrl+select the<br />

<strong>in</strong>hibitorMesh object from the <strong>in</strong>hibitor<br />

group.<br />

12. In the render layer box, right click over<br />

the prote<strong>in</strong>Color layer and choose “Add<br />

Selected Objects”. The two prote<strong>in</strong>s will<br />

be added to the render layer.<br />

13. Select the riboMesh object while still <strong>in</strong><br />

the prote<strong>in</strong>Color layer (you’re <strong>in</strong> the<br />

layer as long as it is highlighted <strong>in</strong> the<br />

render layer <strong>in</strong>terface). Assign a new<br />

surface shader to the riboMesh object.<br />

14. Name the new shader “riboMeshColor”.<br />

Set the out color to a bright orange.<br />

15. Select the <strong>in</strong>hibitorMesh object while <strong>in</strong><br />

the prote<strong>in</strong>Color layer, assign a new<br />

surface sahder to this object. Name the<br />

shader “<strong>in</strong>hibitorMeshColor” and set the<br />

out color to blue.<br />

16. Create a test render while <strong>in</strong> this layer<br />

us<strong>in</strong>g the renderCam (note that you can<br />

assign render cameras to render layers<br />

but you don’t have to, they will render<br />

the layer just f<strong>in</strong>e even if they have not<br />

been assigned).<br />

17. Without chang<strong>in</strong>g the time on the<br />

timel<strong>in</strong>e switch to the master layer and<br />

render a frame. Notice that the shaders<br />

applied to the prote<strong>in</strong> meshes on the<br />

master layer have not changed. The<br />

same object can have two completely<br />

different shaders applied on different<br />

layers.<br />

18. Add the prote<strong>in</strong> mesh objects to the<br />

Xray, Depth, and Occlusion Layers.<br />

19. Add just the prote<strong>in</strong> ribbon models to the<br />

Ribbons layer, add the lights to this<br />

layer as well.<br />

More render layers are added and<br />

named <strong>in</strong> the render layer palette. The<br />

render layer highlighted <strong>in</strong> blue <strong>in</strong>dicates<br />

which layer is active <strong>in</strong> the perspective<br />

view. Imag<strong>in</strong>e each render layer is like a<br />

separate version of the scene.<br />

New shaders have been created an applied to the<br />

prote<strong>in</strong> mesh objects <strong>in</strong> the prote<strong>in</strong>Color render<br />

layer. These shaders will only appear <strong>in</strong> the<br />

rendered version of this particular render layer.<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 />

4

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