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 |
FG: Alembic Animation Cache Python Texture Transfer Script Transfer material assignments on two assets with matching geo names. |
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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