![]() Light Collab Pipeline |
| Show protocols |
| Naming Conventions naming convention syntax for all assets |
| Turntable Setup (texturing) step by step for setting up an asset turntable |
| BG Template Setup BG Template Setup |
| BG: Static Pass Rendering Render settings for Static fly-throughs |
| BG: Shot setup for backgrounds Shot setup for static renders |
| FG Template Setup FG Template Setup |
| FG: Shot Setup for Alembic Caches Building a shot with geo caches |
| FG: Comping background and foregrounds Comping background and foregrounds with perfect shadows |
| Render Passes List of all passes |
| Render Farm crib sheet list of stuff to remember |
| FG: Creating a rendered HDR environment with Vray and Mari Using ibl to make a simplified CG set |
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FG: Alembic Animation Cache Python Texture Transfer Script Transfer material assignments on two assets with matching geo names. |
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Removing render plugins from a Maya scene MEL code to unload stubborn plugins |
![]() Prepro |
| Prepro |
| Shader Packs, Concept Art & Planners What's a shader pack & why do you need them? |
| Look Dev for Animators Different Render Styles |
| General Tips window off screen etc |
![]() Shotgun |
| SG |
| Submitting Turnables and Shots to Shotgun Submitting a MOV to SG using RV |
| Model Turntables super easy setup |
| Tickets & Releases Step by step |
![]() Photography |
| Photography |
| Shooting HDR 360 Panoramas Shooting HDR 360 Panoramas |
| Cross-Polarization Photography for Textures Cross-Polarization Photography for Textures |
| CG Color Pipeline Integrating CG renders into color graded film footage, and Everything you ever wanted to know about color management and OCIO |
![]() Advanced Topics: Vray |
| Step by Step for Hard Stuff |
| Basic Vray Render Settings Basic Vray Render Settings |
| XGen Hair XGen Hair |
| Animating XGen Hair Maya XGen Interactive Grooming - Animation Pipeline |
| Feathers with Maya nHair rendering geo cards with feather maps |
| Excluding objects from AO Creating custom select AO and texture passes |
| Generating Accurate Displacement Maps Workflow from Mudbox to Vray |
| Testing GI settings in Vray for IR and LC Testing GI settings in Vray for IR and LC |
| Creating God-rays with volumetric lights Environment Fog in Vray |
| Eliminating Flicker in Vray Eliminating Flicker in Vray |
| OSL Open Shader Language for fabric shaders, iridescence, melanin hair color, metallic fresnel and more good stuff |
| IES Lights example IES lights |
| Motion Blur MB in Vray and Nuke |
| Sun Flare Rendering Sun Specular with HDRI |
| V-Ray and Arnold Translation Guide |
![]() Advanced Topics: Nuke |
| Advanced Topics: Nuke |
| Multi region UVs in Nuke visual tutorial |
| Comping light passes Fixing vray RawLight pass |
| Motion blur using a velocity pass MB from vray to Nuke |
| Nuke Templates Templates for common Nuke fuctions |
| Creating Custom Nuke Nodes Creating Custom Nuke Nodes |
| Proper DOF Settings zdepth from Vray to Nuke |
![]() Advanced Topics: Vue |
| Advanced Topics: Vue |
| Vue atmosphere settings Sky and cloud rendering |
| Creating a Vue atmosphere sphere step by step for sky domes |
| Importing Maya cameras into Vue Importing Maya cameras into Vue |
![]() Texture Painting and materials |
| UV map stuff |
| Knitting a CG Sweater Procedural modeling of yarn for displacement map knitting |
| Thunderloom Fabric Shader Rendering fabric at the thread level using WIF weave and knit patterns |
| Arnold Fabric Shader Rendering fabric with thread pattern texture maps deerived from geo |
| Hair Material Setup Setting up the vray hair mtl |
| Painting Vray Fur Direction Maps in Mari Painting Vray compatable vector Maps in Mari |
| Transfering UV maps on rigs Changing the UVs on a skinned rig |
| Creating Multiple UV sets on complex geo For leaves and Feathers |
| Projection to UV painting in Mari Nuke/Mari workflow |
| Tessendorf waves Tessendorf waves |
| Mipmaps with OCIO in Vray and Renderman Mipmap Texture Creation GUI with OCIO Color Spaces |
| Customizing Mari Customizing Mari with Python XML & GLSL |
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