3D For VFX – Week Six

Version 2 render of the 3D model

Setting up the final render

For the final render, we were instructed to use these AOVs (Arbitrary Output Variables) as the minimum requirement: Beauty (RGBA), Direct Diffuse, Indirect Diffuse, Direct Specular, Indirect Specular, Ambient Occlusion, Masks and Alpha for all geometry. Below are all AOVs I have used with my render in Arnold.

AOVs from Maya Arnold

Render layers

These are all render layers I used for rendering the final product. There is a Beauty pass which includes all AOVs, Ambient Occlusion Layer, Mask Layer from proxy geo I created in Maya and ID Pass render layers for both the track and the train separately. Every render layer other than the main render layer had all the extra AOVs disabled, except for the RGBA output. All the AOVs and render layers were rendered as merged openEXR image sequences in ACEScg colourspace, and to my pleasant surprise, totalled roughly about 20GB of disk space.

All render layers I used for final submission
Flat Mask render layer for slap comp
Ambient Occlusion render layer
Track ID Pass render layer
Train ID Pass render layer

Final Data Export

From 3DEqualizer, I exported the LD_3DE4 node for Nuke along with a Nuke script with all the tracking points and 3D camera.

3DEqualizer data export

Slap comp

Slap comp node graph

Motion Vectors Fix

I ran into problem trying to render motion blur using my motionvectors. The vectors from Arnold rendered the blur in wrong direction, a fix to this issue is explained in the link below.

https://www.evernote.com/shard/s580/sh/17322547-ad5b-494b-b105-e6311bc3e81c/82d6573b71758533e6874f2ad93c7979

Final slap comp render

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