With each render of the objects, we needed to render in different passes or renders that only show one type of lighting from each render, including the full beauty pass, diffuse, reflection, refraction, indirect, and specular. Each of these passes is shown on the bottle below (which I created the textures for the glass and the liquid, plus added bubbles, dirt, and a label to the bottle).
Reflections render pass
Refraction render pass
Specular render pass
Diffuse render pass
Indirect render pass
All of these passes together lead to this final pass, or the beauty pass, which came out pretty nicely in my opinion.
Final beauty render with all passes combined
After we rendered out the bottle, we rendered each pass for the rest of the objects in the scene as well. We also rendered different lighting setups for each render, each with a different type of lighting, including Warm Light, Cool Light, and a Key Light.With all three renders, we then brought the .exr files (which contained each render pass for each type of lighting setup) into Nuke, where we shuffled out each pass. This allowed us to individually edit different passes which gave us very different results depending on what we edited. For example, editing just a specular pass allows us to change the color of the bounced light without editing the entire piece. This allowed us to create many different types of the same project. Below are my final two final pieces, the original yellowish image and my final cleaned up work.
Original final render
Final render edited in Nuke
This
class was very helpful for me in shading and lighting. Considering it's
been almost a year since my last shading and lighting class, Visual
Development has really helped me use new techniques in Maya, Photoshop,
and Nuke that can help my renders look even better!
- Drew