Transcripts
1. Introduction: Alright, guys. My
name is GijosenGupta. I am your sense, your teacher, your professor, a little background about
who I am. I love films. I've been doing film ever
since I was a child. Yes, I'm one of those people
who are blessed who knew what they want to do ever
since they were a child. So a little educational
background about myself. I have a bachelor's
and a master's degree in films and animations
with a specialization in VFX and CGI from the Rochester Institute
of Technology in Upstate New York. So while my time there, I didn't just focus on my
courses and curriculum. I went out and
about and dealt in every single class
and kind of forced myself to learn everything
related to film. So when it comes to
editing, cinematography, color grading, color science, all of them are
under my expertise. I solely and especially love everything about
the filmmaking process. And I'm here to teach you
whatever I know and put it on this beautiful platform that we have called Skillshare. Over the course of my career, I've had the opportunity
and the honor of being blessed with several
dozen awards and nominations
across the world, including ance 2024, where my latest short film
Countless had got nominated, and that was a
huge break for me. I met so many beautiful people, so many amazing filmmakers
and people in the industry, actors, directors, colorists,
DOPs. It was amazing. And in this class, what
I'm going to be talking about is something that is
not really talked about much, which is how do we get our Maya renders
ready for compositing. It's not as simple as just
rendering out an EXR sequence. There's a certain technique
in which you should do it. It's kind of like getting your renders ready
for smart Word. So compositors, what they
do is they need a lot of optionality in order to be able to put it into
the final image, either with live action
or just pure three. Every time they want to change, they can't ask us to render
because rendering takes time, and to actually do
that in three D is very, very time consuming. So because of that, what
I'm going to be teaching is how to create render passes. I'm going to be diving deep
into understanding AOVs, which are arbitrary
output values with which you can actually manipulate the image and the sequences through
various parameters in your compositing software. So basically, you're I'm going to be teaching you is
I'm going to be teaching you how to get your AXRs ready for the
compositing department. So we're going to be
covering how AOVs work. We're going to be understanding
how to create those AOVs. A lot of people
do not talk about how we can separate the lights. Now, for example, the
compositor says, Hey, you know, I want this light
to be a little bit more dim. Now, the compositor has to
tell the three D artist, which is do the render again
by reducing the light. Now, that's a small change
and too huge of a ti. So I'm going to be
teaching you how to create separate passes for
your lights as well, so the compositor can
just take that out and actually just adjust it
in the compositing software, which is hours and
hours of work. Then I'm going to
be talking about how we can separate
foreground, midground, and background so that it
removes the element of otoscopy or roto painting
for the compositing artist. Then we're going to talk
about an ambient occlusion. What is it? How is it? How do we
actually create it and how it is beneficial
for the compositor. Then we're going to be
talking about shadow pass and material override in
the render layer set. We discussing how we
can create shadows and separate it from our
actual object and how the compositor can use that for their compositing and also how do we take all of
that and how do you export it and get it
ready for compositing? So in a nutshell, I'm
going to be talking about your workflow after you finish animation, texturing
and lighting. The step after that is what I'm going to
be talking about. So this class is for
intermediate people. You should have knowledge as
to how to move around Maya, how to basically understand the interface and understand
where the settings are. I expect my students to beginner level knowledge and overall navigation and understanding certain
terminologies. So this class is intermediate, and I'm going to be discussing
about these topics. I am going to be showing
you where the settings are, but you will have to navigate
those yourself. All right? So let's get started
without further ado. If you have any
questions, please comment on each of the lessons. I'm going to be
dividing it up properly so that you can get ready to send your renders for the compositing department, and they don't have
to tell you to re render because you've already done the smart work and given them all the pass that you need. Alright. For this
project, basically, I'm going to providing
the basic Myofle. I have composed it. I have textured it, I have
done the lighting. All you have to do is link
the textures, alright? That's something you
ought to do yourself. Then you can follow along
step by step into my lessons. And as a final project, all you have to do
is submit the EXR, basically one EXR sequence
because it's a still image, and then I will
check it and I will see all the passes that you
have done as a compositor, and then I'll let you know
if there's any feedback or if there's any
constructive critique, right? So let's get started. Without
further ado, let's go.
2. What are AOVs?: Guys. So firstly,
before we get into it, let's try and understand
what exactly are AOVs. They stand for arbitrary
output variables. It kind of basically
means that in CG, I can render out any type
of shading category. Now, you might think,
like, Okay, that just sounds like
another language. Let me put a real life
perspective into this, right? Okay, I'm
sitting over here. We have many things that's
going on in terms of, like, real life scenarios. And that's what you got to
think when you're doing in CG, you got to think about
what exactly is going on. So for example, in this
frame that you're seeing, have a light, which
is right there, a key light, which is directly shining on my face
so you all can see. Then you can see
this mic over here. It's a little bit blur,
but I'm more crisper. If I put my hand, if you see, it's blur, and my face
is kind of, like, crisp. So there's depth. That
is another thing. Then we have the background,
which is, like, overexposed, like completely, like,
just blown out light. But so that's a
different type of light that's like the
sunlight, which is so we have different
types of lights, and then you can see,
like my glasses. That's like, you know, it's giving a little
bit of refraction, a little bit reflection off
of things that I'm seeing. So that is something
which is there. So if you take a look at it, there are so many
different types of values that are there. So what AOVs does, it helps us separate all of
these into different images. And what what is the advantage of that is
later on in compositing, I can take all of these
different images, combine them, adjust
them individually. To my liking to my story. For example, if we take
this example again, we have the direct light
which is there over there. So if I were to just choose
an AOV which is direct light, so it will only show the
things that are directly lit, no reflections, no refractions, no indirect lighting, only
the direct light on my skin. So you'll only see the
direct light on my face. Then if you chose, let's
say, indirect lights, maybe the sunlight, the cloudy light, the
outside daylight, they have an indirect
light maybe like over here on the back of my head, maybe on the back of this chair. So only those will be shown. So in compositing, what
that does is you can kind of re do the indirect light, maybe increase the indirect
light a little bit, decrease the indirect
light a little bit, maybe take the direct light, decrease it just a little bit. You know, maybe it's
too bright on my face. So imagine that this
is live action, so it's easier for
me to explain. But when in CG, you have to create everything
from scratch, right? Unfortunately. So when you're doing that, you need
to be able to give those values as to what the compositor wants. So that
is where you need to think. Now, for example, I want to
separate this mic from me. Now, if I just render
this image out, I could eventually do a
rotoscopi of this mic, and then it will separate the foreground
and the background, So now for that also
we have an AOV pass. Now, that pass is
called the ID pass. Basically what the idea is is kind of it assigns a color to each geometry so that you can just choose that
color and then separate it. So you don't have to
worry about rotoscopy. So that is what AOVs does. AOVs basically simplify
the post production workflow. And that is what
we're going to be learning. We're going to be
learning some of the basic basic AOVs that exist. We're also going to be talking about just the
atmospheric volume where we have certain mists. You know, sometimes
it's not clear sky. Sometimes it's a
little bit misty. When the sun rays fall, you can see, like the sun rays, what we call as
good rays in film. You can see some of that. How do we adjust that in
post production? Every time rendering
is not there? So having these passes
separate is super, super important, especially
for compositors. So as a render artist,
as a three D artist, it is very important for you
to learn how to separate it, how to give those
specific passes to the compositor. Basically, dividing every single thing. Now, let's say, another
final example is, I just want to focus
on reflections. So now you can see this
is glass over here, my glasses, my rims. These are made out of glass. They're continuously reflecting lights from different sources. They're direct
reflections, they're indirect reflections. So
how do we separate that? Maybe my glass reflections
is too much over here. So I can take out a pass
directly out of Maya, just out of reflection, and I
can reduce that reflection. So it gives you
flexibility to adjust real world scenarios in
a compositing software. But in order to
do that, you have to have to before you render. Sure that all of these AOVs
are also rendered out, which is what we're
going to be learning in the next lesson is how to create your
basic AOV setup, a rule of thumb as to
how AOVs can be broken, and that's how we're going to be going about it. All
right, so let's go.
3. Create Basic AOVs: Guys, so welcome to
how to create AOVs. We're going to be diving
literally into May. Again, keep in mind this
is an intermediate lesson. So we're going to be kind of I'm not going to be showcasing
how to move around, how to navigate M.
There's something that you should know how to do. So make sure you
download this file, which is studio set version one. So make sure that is downloaded. That is the one that
you'll be working on. That is the thing that
you'll get. Immediately, you will see a scene
kind of like this. So if you look at
it, we have a book. We have a came like a
computer over here. We have a con Zoom camera and
an old retro photo camera. This is what we will be having. Then let's see. We have a camera over here. We have a camera right here, which is called the render cam. And we have all these
different lights which are kind of set up, right? So this is what we
will be working with. Now, what I'm going to be
doing is I'm going to go over here and kind of
choose a two pane view. Alright? I'm going to choos a two pane view and
then right over here. And go panels. I
will go renderCam. I'll select this over
here so I can see. And then I go here to panels, keep the perspective on. So I can see the final
view right here. And on my right side, I can see the final view of
how the render cam looks. And if you want, we can
just go here Arnold. I'll just open
Arnold Render view, and I'll just show you
how it immediately looks. And just hit the
play button here. Okay, so this is how
the render looks. This is what I have. I've given a little contrast of the warm light to the
old book and, like, screen two cameras, and this
is how the render looks, and this is what we're
going to be working with for our AOVs. Now, remember how
we talked about the basic AOVs, the
basic breakdown. The way to do that is
understanding that, hey, there are direct lights,
there are indirect lights. To those are the basic AOVs that we're going to start with. So the way to do
that is number one, we go over here to Arnold. Uh, we go, sorry, we
don't go to Arnold. We go to render settings, which is this icon over here. And if you want, you can change your modeling to rendering, and then you can choose render
settings as here as well. So let's go Render
settings here. And now we have the
main menu over here. So what we do is we go to AOVs, which you can
see right here. We click on that, and
you can see these are the available AOVs on the left side that
you have available, and these are the active AOVs, which are the AOVs that
you have selected. Now, the way to start doing that is you kind of select
what you want. Now, what I want is
I want to choose Z, Z is basically it
stands for depth. So basically showcasing
the depth of field, having that as a
pass is important. So we'll put this and put this click on this arrow
so it gets added. Then we have diffuse direct, diffuse and I hold
Shift and do diffuse indirect as well,
and I add them. So over here, this
gives direct light, the color and the
indirect light color, which all the indirect lights, then I go to specular direct
and specular indirect. So all the direct reflections and the indirect reflections is usually added
through these two AOVs. Then I will add an ID pass. Remember how we talked about
in the previous lesson, ID pass kind of chooses each
geometry as one solid color, so it is easy to rotoscope. Then we will choose emission because we have a little
bit mist in this, so it's not all clear lights, we'll add a little bit emission
in this because we have a laptop screen when trying to emit light from an old computer. And let's see if I
need anything else. I think I'm all set for now. So this is the basic AOV setup. Now what I can do is
once I add these, I can see all of
these are there. Now, immediately what you should do is you should
click on this arrow. You select the driver. As soon as you
select the driver, you will see the options, which is the attribute editor. And over here, I have
to just make sure the merge AOVs is selected. What merge AOVs does, it kind of puts the AOVs
in one EXR format, right? It will not be in
separate image. So when you render out,
you will not get five. So, for example,
we have right now, one, two, three, four,
five, six, seven. You will only get seven images. You'll just get one image
which has seven embedded AOVs. That is what a
multi layer EXR is, which is why we use
the file format, EXR because it contains data. It contains information that the compositors can use
for compositing, right? So now, I close X out
of this and I go back to this little thing called the render option,
so I just render it. And as soon as I render, we'll
see the render opens up. Now, you can see
we have a render. Now, if you see, we can
see the word beauty. Now, the word beauty means that is the master masterpiece. Like everything
combined together, that is what is called
as the beauty pass, which is without your AOVs,
light, everything is there. That is what the beauty pass is. Now, if you want,
we can switch that, and you see all these
AOVs are added. And if I look at ID
pass, look at that. Every single geometry
is color coded, the background, the
laptop, the screen. Lenses of the cameras
and the photos, the book, everything
is color coded. So now in compositing, this will be a piece
of cake, right? Now, we go to the Z depth. This is kind of showcasing
the depth of field, the data of the depth, which is the foreground make
ground and background. So if you look at
it, it's only white. The reason why is because the gamma is all
the way high up. So if you reduce
it, take a look. If I do like a value of
negative ten, like zero. It's about um, negative ten. I mean, it's negative
seven, actually. Okay, so as you can see, it's
giving like a foggy effect. So that foggy
effect is basically showcasing that this
has depth data. So the white is kind
of like background. The solid black is kind
of like over here we see is, um foreground. So you can see, like the depth data exists, that's good. Let's
just reset that. Then you have the
diffuse direct, which is only the direct lights, and the geometry
that is affected directly by the lights
is showcased over here, which is super, super cool. Then we have the
diffuse indirect light. This is only the light which is the geometries that are affected by the lights indirectly, maybe through reflections,
through refractions, that is what is being
shown over here. So you can see the
laptop over here, you can see a little
bit grainy stuff. Now, my samples are low
for the tutorial purposes, but we can increase that
later on. We have emission. Emission is just like
if you look at it, just the screen, the codes that are happening
from the computer. Then you have specular direct
over here look at that. The lenses, the lenses, the rims of the photo. Then we have some reflections. The glare of those letters, those are also reflections
that is being shown. Then that is the
direct reflections. Then we have the
indirect speculars. So you can see this
is the indirect, which is the reflections, which are happening not
directly by a light, but indirectly
through other lights. So this is basically the
breakdown of your basic AOVs, and you can do a lot with this. So this is if you
know how to do this, you're way off than most people. So now, in the next lesson, we'll be talking
about how we can use all these different
lights that we have. So if you take a look here,
it's going to zoom out. All these different
lights, right? We have these different
lights that I've named. All of these, we will be renaming these lights
separately, right? And we will be putting them
into separate AOV so we can control the
lights completely differently, so on
to the next lesson.
4. Separating Lights through AOVs: Alright, so in this
lesson, as we discussed, we're gonna be talking
about how we can separate all of these lights into
their own separate AOV, so we can give it to the
compositor so they can adjust it however they seem however
they seem it fit. Alright, so if you can see
over here on the left side, we have many, many, many lights. So this is the outliner, where every single element that you have is
kind of present. But I like to use this thing
called the Light utility, which is, like,
right up over here. It's called the light editor. So if you open it,
you have all of these lights already kind of Um, you'll have all these
lights already there. I kind of color
coded it to kind of understand the difference between what is
actually going on. You should also be
able to see this. Also, do not forget to save. Just control us all the time. So we see the green ones or for the PC, which is a computer. Then we have for for
the photo camera, we have all the blue ones. For the book, we
have orange ones because we've used
a warmer tone. For the camera, we have the purple ones and
the background, we've just kept it same
plain and simple, right? So I have that, and
that is kind of like the setup of here as you can
see the lights. Over here. All right. Perfect. Now, what I'm going to be doing
is immediately, I want you to start
selecting the lights, right? Once you select lights and you
open the attribute editor, if you do not see the
attribute editors, make sure you click on this
little icon right here, that kind of opens or hides
the attribute editor. So make sure that
dative is open. Then you go all the
way down and you see this thing called
the AOV Light group. So now, this is case sensitive, and this is space sensitive. So make sure your spellings are proper and it's something
that you remember. So I like to name my lights, and I need to name and I like to name the AOV light
group the same. So I have, let's say, PC
main. I have it as light. Now, PC rim, if you look at it, I have a PC rim over here. PhotominPhotomin. Book one. Let's look at this,
Arnold, open it up. We have book, and this
one, we have book. So if you see both
of these two lights, I kind of put them
together into one group. So need to change both of these because they're not
that much of a difference. So that is where, as a render artist,
as a three D artist, you need to kind of
think on the fly like, Okay, do they actually need
to separate these lights? Is it going to make that
much of a difference? So, you got to figure
that out yourself. I took a decision that
these two books are, if you see, they're like
point lights over here. So we have Book
one and Book two. They won't make that
much of a difference in post, and it's not needed. Then we have the Photo
one, which is the photo the phototp PhototpPhoto rim. So if you see the two phototops,
they're both top lights. I've just kept
them in one group. Then you have the photo rim, which is the rim
light of the photos. Then you have the CAM,
which is the CAM side. And I've kept this cam front as cam front, background
as background. Alright, so I have
so there's something it would be helpful if you
note these down somewhere, so you don't forget because you will have to start
typing this, okay? So now, let's go with the PC. So we have PC main. I
can see it right here. So what I'm going
to be doing is I'm opening render settings again. And over here, what I will do is I will start
adding customs. So at customs, I'll do
RGPA underscore BC Main. Alright? Create.
So it created one. So now let's see what happens when I create
one light, right? So let me just open
the Arnold Rn review. I'm just gonna hit
the play and just see what happens. All right. It's rendered. Let me see
over here RGBA PC main. Look at that. We just separated the light of just the computer. So you can give this to
your post production artist and they can just do
whatever they want. Alright? So take a look. Beautiful. Alright,
so remember the code is RGBA underscore your
light group, right? So now, next one,
we have PC main. Then we have PC Rim. So
we'll add another one. We'll call it RGBA
underscore PC Rim. Again, keep in mind, it has to be the
exact same name. Otherwise, it will not work. Then the next light we
have is PC RM is done. Then we have Photomin. So let's add another custom. RGPAUunderscore, Photomin and create
Perfect. We have Photomin. Then we have book. So both of these two
books are in one. So RGB underscore book. That should be what it is. We have RGBA underscore
book and create. A perfect. Then after book, we have the phototop. So these two phototops
are the same. So again, at custom, we have RGBA underscore phototo and create
that's created. So we have all of these done, and then we have phototop
was created phototop. Then we have the
photo Rim, photo rim. And then, Okay, let's do photoim RGBA underscore, photo rim. And we create that.
Photo rim is created. Now we go to the camera, which is an icon, the
Cam side and Cam front. Alright, this is easy. So we do RGBA
underscore camside, create and at custom RGBA
underscore, Cam side. Create. I'm just going
to double check to see the CAM side. Alright,
that is what it is. And we have another
one called Cam front. Oh, I created two of them by mistakenly if you
took a look at it. So I'm just going to,
uh, T delete this. So we have RGPA book PC main, PC Rom, photo main, photo Rom, Photoshop, phototop
not Photoshop. We do Cam side and Cam front. Alright. Let's redo that again. So ad Custom, we have
RGBA underscore, CamSide and Adustom RGBA
underscore Cam front, Ar? Perfect. So you have
Cam side cam front. Right here, cam site, cam front, PCM and BC room. And then last but not
the least we have is um, the background light,
which is just BG, right? So we add custom RGBA underscore
BG, and we create that. All right, so we have all of
these, so one, two, three, four, five, six,
seven, eight, nine. So we kind of separated
the entire scene into nine lights,
nine light groups. Now, I could have done, um what I could have done
is I could have just done PC uh photo camera,
Nikon camera, book. I could have done
it in that way, but I chose to not do it because the rim lights
act a bit differently, the photo cameras act
a bit differently, the top lights act
a bit differently. And I would want the
compositor to kind of have more control over it. And the fact that I am
compositing it myself, I would like to have more
control over it. Alright. So now let's take a
look at the render. So what I'm going
to be doing is I'm going to be again
going to Arnold, open Arnold render review, and then what we'll do is we'll see if we did it properly. And if there's any
mistakes that we did, we'll fix it on the fly right. So let's hit Play, and let's
wait for the GPU to fire up, and let's see if everything
works out properly. Okay, beautiful. So it renders. Now if I take a look at it, I'm going to see that we
have completely in the AOVs. We have all of these lights
kind of separated out. So let's take a look at
the background first, right? I'm going to
zoom in for you. So we have let me just
move this around. Alright. So now I'm just
going to center this. All right, and lock mouse. Alright. So now,
take a look at this. We had the ID pass
which we created. Then we have the
background light. Look at that. Isn't
that amazing? We just have the background
which is created. Then so now the
composer can completely work on this on the background if they
think it's too bright, too less, they can change it up. Then we have the book just the book just light
of the book, right? Then we have the Cam front, which is the front
of the camera, which is the reflections
of the lenses. Then we have the CAM side, which is showcasing the
side of the camera. Then we have the PC main, which is the main light
which is there on the PC. Then we have the
PC rim, which is showcasing the back
light of the PC. Then we have the photomin now, if you see like over here,
I did a spelling mistake, so it is pot main,
so it's not showing. So if there's an error, you will have completely black. So we'll go ahead and fix that. Then we have photo rim. We'll see the rim
light over there. Then let's go down. Then we have photo toop. That's the top. So the two top lights, remember, that's kind of combined
together. All right. And we have Z depth, and
we have already seen this. So the one that
is the mistake is photomin which we will fix immediately. So I
stop the render. I go back. And what we'll
do is the phot main, we'll just remove that, and we'll go back over
here to the photomin over here and we'll see what it is called PhotominO at Cool. So now we add custom and we go RGBA underscore photo main. So keep in mind that, um, spelling is super,
super important. It is case sensitive.
It is space sensitive. So even if you have camel print, make sure you write that down. So that is extremely important to keep into
consideration when you are separating lights
as your AOVs, right? Now, let's check the
render real quick. So we have a play button. We're going to click
that. Let it render. All right, we'll
just lock the zoom and finish let it render. And now we'll check
Photomin if it works. Perfect. Look at that. So now photomin is properly
there. So you look at that. With this, every
single aspect of every single light that you have used is kind of broken up, and then these can be later on split up and also
added back together with your adjustments to
your particular image, particular CG element. So you don't need to
re render any light. You don't need to
re render anything. That is the whole point of these arbitrary output variables is that we can provide
flexibility to the compositor who
can be much more vigilant in doing their work and they don't have to
bother you continuously. You're giving them all
the optionality so they can do their work with
ease. So keep that in mind. In order when you work on this, you need to think from a
compositors standpoint that, hey, do you think this
person will ever need this? So a little bit far
fetched thinking and a little bit feeling for the
compositor is also needed. Otherwise, it's
going back and forth is a waste of time
and a waste of time in this industry is a waste of money. And
you already know that. If you're redoing work, that, my friend that costs money. So this is this workflow, the smart workflow is what
will save money, right? So in the next lesson,
we will be talking about the render setup where
we will be trying and, um, breaking down
foreground, midground, and background and how
we can use this to even further make it easier for the compositor
to do the shadows, to do this thing called
the ambient occlusion and also how to create material overrides and
absolute override. So we're going to
get into the detail of that next lesson onwards. Still here was the basic
split up of your image. Now we're getting into the advanced split up of the image. All right. Thank you, and I'll see you next lesson.
5. Render Layers: Alright, folks, another
day, another lesson. This is another day. That's why I'm wearing
a different T shirt. So Alright. So in this lesson, we're going to be learning
about the render setup. The render setup
is a new I mean, not new, but, like,
it's not original. And back in the day when we were struggling with my
wasn't always there. So this is like, for us oldies, it is a fairly new thing. So yeah, it's been a
few years that it's been with the render setup.
It used to be different. So basically, just to do
a quick recap, we have, um, If I go to the render
settings right here, we have AOVs setup already. And yeah, all of these. And let me just open the nor
render and let me just show you what we have so far
Arnold open under review. I'm gonna do s Alright. So just hit the play. This is our render right now. We have one error, which is Alright, that's fine. Alright, so let's see,
we have an ID pass. We have the background light. We have the book light. We have the camera
front, camera side, PC Min, PC Rim, photomn, photo im, photo top, the Z depth, diffuse direct, indirect emission
from the screen. We have specular direct, and we have specular indirect. All right, so this
is where we are. I just want to do a quick recap. Now, what we're going to
be doing is we are going to go to this thing right here. If you see this little thing
called the render setup, this little icon over here. And then what we do is
we click this and then opens a window like
such as so what this does is a render
setup is usually meant when we want to
separate certain elements. Now, for example,
if this movement, if this scene, if you see the scene over
here on this side, is, let's say there
was a camera movement, and there are some images, some geometry which was kind of like going in front
and some going in back. During those situations
in certain times, it is important to separate, um, the separate the geometry. So that is what the
render setup is. So if you see over here,
this is the master scene. So this e means this is visible. So if I remove this, this is the only
one which is there, something has to
be on by default, and this is the render. So if I turn this on
and turn this off, that means you are enabling it, which is like with thumbs up. For render. If I remove this, then there is no
renderable layers. This will be very,
very helpful when we go to when we render stuff, this is going to be
super, super helpful. Only the ones that have the blue on are the ones that are
going to be rendered. So that is extremely important. Over here, we see
the render settings. This directly is correlated with the um render settings over
here, which is right here. If you see a common, we have the render settings over
here, start frame end frame. So the moment, let's say we
do the first ten frames, immediately, you can see this automatically also change the
first frame to ten frames. AOVs and light
these three things are always going to
be there on default. So that is what the
render setup is. So it's basically
you're setting up your scene for
rendering and trying to arrange stuff around so
that additional passes additional paraphernalia for
the compositor can be ready. All right. So in
the next lesson, what I'm going to be
talking about is how to switch all of these objects and how to put them in the
foreground, midground, and background so
that we don't have to we can give these
as separate layers to the compositor so
they don't have to worry about rotoscoping in case there's a small little
camera movement. Let's go.
6. Separating Foreground, Midground & Background: Alright, so now, what we're
going to be doing is first, we're dividing this into layers. So you're pretty familiar
with a layer based thing. So over here we choose going to zoom in over here
so you guys can see, and I'm going to just go
to arrange it a little bit for you guys
and lock this zoom. Alright. Perfect. What
I want to do actually, let me just move it here so
you guys can see it properly. All perfect. Perfect.
I love this. Alright, so what we're gonna be doing is first, we add a layer. So I'm going to call
this foreground. Then I'll add another layer. I'll call this midground, and I'll add another layer. I'll call this background. Alright? So now, um, Basically, I'm going
to keep this aside. I'm going to look at my scene. So what I'm choosing is, I want to choose the
so minimize this. I'm going to chose this book as a background. Sorry,
the foreground. This as midground, and this
one as background, right? That is what I am going to do and separate them as layers. And what I can do is I can
take this plane, as well. I kind of disabled it
over here restricted, so I can now choose it. I'm going to choose this one
as part of the background. So actually, what I would
think is maybe foreground, midground background, and
then we can just do this. This could also be
background, honestly. And we'll see. We'll play it by the e, right? So I'm opening
render setup again. So let's do foreground. Definitely, foreground
is going to be the book. So what are we
doing over here is you right click, you
create a collection. So collection is basically a collection of things
that you want. So the good way to
divide this is, let's say we're going
to be calling it Geo, which is geometry. And in this one, I'm going to add everything
related to the book. So we have the book. So
let's say, only geometry. Remember that, middle mouse
and drag it here. Alright? So now, if you see all of these, also have these render enables. Now if I remove these now these will not be
rendered, alright? And the eye is to
choose which one. So if you look and if I
click on the foreground, click on the eye if you look on the right side, only
the book is seen. Isn't that freaking
amazing, right? So now that is foreground. So what I'm going to be doing is I'll keep that as foreground. And if I want, I can
kind of, you know, add the let's say, I want to add the plane in
every single one of them, so they are there by itself. So let's say I add the
plane as well over here, Middle mouse and
drag, I view it, then we have the book by itself. So now if I open Arnold and
I open Arnold Ren Review, and I kind of play it. Let's give it a second. Maybe you need to have
the camera as well. Sometimes. Usually,
it wasn't like that before. There you go. Oh, so the reason
why is you got to add the lights as well. So, what am I doing is I'm
going to make another Oh, I could just take
this, drag it here. So all the lights by
default will be there. Let's try it one
more time. Okay, so that doesn't work because
of some freaking glitch. So what I can do is I can create another collection and call this lights and add every
single light excluding this. Pop, pop, pop.
Middle mouse drag. All right. Still,
it's not showing. Let's try to refresh
and see what happens. Perspective shape, render cam
shape, right, there you go. So, you see, these are
some of the common things. Usually what happens is, if
you just drag these lights, it should do the job. Alright? So there's sometimes Maya
is you got to, you know, three software,
sometimes you just got to do these trial and error, so I'm glad this happened. So in case it happens with you, you know how to work with it. So now, for example, in the
Geo I have this render cam. I don't want it. It still
now works properly, right? So if I close it and let's say I'll re render it,
let's see if it works. So kCU you see render
cam shape is not there. So it's something that you
need to add by default. Only then it'll work, right.
So put the render cam. This is technically not Geo, but since there's only
one camera, it's okay. I'm putting it here.
Render it out. Render cam shape.
Alright, perfect. So now you see the book. Now, the same thing
where we're going to be doing is I'm going to minimize the render and take
the midground, and now I'm going
to go over here, review this one so I
can see everything. And one more thing, yeah. That I'm going to do
is add a collection. We'll do Geo, then add
one more collection. We'll call it lights. Now I'm just curious, okay? Now, this kind of
struck my nerdiness. So what I'm going to do is I'm going to delete these
lights for a second, and I just want to drag this to the foreground and I just
want to see whether it works. Cause I don't want to be adding every single
light all the time. Okay. I'm going to just view the foreground and
then just render it. Interesting. So you have
to add lights, right? Control C, Control C, Control C, Control C, right there you go. Let's render it,
okay. View this one. Render. Interesting. So
these lights are of no use. Now, you know, at
least in May 2025 0.3, at least, before you didn't need to put lights
before, but now you do. Something new I learned today as well, while I'm
teaching this class. Anyway, so now we go
to midground, Geo. Same thing for midground. What I'm doing is
view this one here. I will look at the PC. So I'll add PC, this one. I'm going to over here. So I have this one and this one, and I will drag it here. HetroPC. I'll take
the render cam. I would drag it here as well. Take these lights.
I'm going to take my screen light, put this here. Take all these lights as well. Take the background,
drag it over here. Alright, so now if I
look here, view it. All right, perfect,
the PC is visible. The last thing that is left
is I need to add the plane. And the geo as well. Alright,
so now that is done. Now we can view this one. Hit Arnold Render view. It's on perspective shape. Let's do render cam shape. Beautiful. So now we have
the midground set as well. All right. Moving on
to the background. So let's choose the
background here, and create view
the master layer. So this one is
basically the master basically everything
on your scene, right? So now I do create collection. I do another Geo, I create
another collection, do um, Um, let's take the
Geo over here. I'm going to be choosing so I'll click here F to view this. So we'll see there's only one. Okay, so we have two geos, so I'll take that drag it here. Take the Nicon super camera, I take these two,
middle mouse and drag. Take the render
cam, drag it there, take the plane, drag it there. All right. So that's
done with the geo. And if I view it, I
can see it over there. Perfect. Take the
lights as well. I do not want the screen. I'll just takes all of these. Don't check that. Drag it. Perfect. So all lights
should be there. Now let me um close
this out, render. Perfect. Okay. We see
it wonder Cam shape. Beautiful. Alright, so now we have three different layers, which is the
foreground, midground, and background kind of selected. So now we have foreground,
which is right here. Perfect. We have midground. Which is like that.
Now the reason why's taking a little bit time is because my Arnold render is on. That's why it's like
taking time to switch. Idly what you should do, you
stop this, switch it, play. Basically, that kind
of, you know, doesn't overpower your PC, and they'll be happier that
way and you won't crash. And before I forget,
Control S, save that. Always, save, always save. Right. So now, usually,
what happens is sometimes you don't want the background in every
single thing, right? So what we could do
is we could just rename this layer and
call it Cam layer, and then have actually
another layer, which is just pure
background, right? So basically, I'll
show you what that means is basically
in the foreground, what I'll do is I'll take
out the plane, remove it. Go to midground Geo,
take out the plane. Go to the Cam layer, take the Geo, take
out the plane. And what I'll do in the background is I'll create
a collection called Geo, and over here, I'll
add Oh, sorry. Middle mouse drag, and then I'll add another
collection called Lights. Lights, and I will
take this one, this one, every
single light drag. So this one will be just
with the background. So if I just play it. Yeah.
So this is ideally us. So basically, with this,
you would have, like, a complete background plate. So basically, it would be we had foreground midground cameras,
and then background. So we could call this PG plate. And then we could call this
PG Geo sorry, BG, uh, Cam. We have midground,
we can call it BC and this one foreground
foreground book. So that way, at least
if you name stuff, then it becomes more easier. So when you now
render stuff out, it'll have folders as
FGBokNGPC BG Cam and BG plate. So that way you have
these separate. Now imagine this
entire, the master one. Imagine it had completely
complete camera moves, you would want you
would want to kind of, you know, showcase
how separate them so that the composite doesn't have to unnecessarily rotoscope. They can just place
it on another, and it would just make life so much more easier. All right. So that is how you separate foreground
make ground background, and how you separate geometry
in the render setup. Alright? In the next lesson, we're going to be talking
about ambient eclusion. What is it and how do we
actually benefit from it. And it's a very common
pass that is there. So onto the next lesson, fellas.
7. What is Ambient Occlusion?: Alright, people. So in
this lesson we're gonna be talking about ambient
occlusion, right? So ambient occlusion,
what is it? So if you look at the
screen right here, I'm going to zoom
in real quick over here and have this for you guys. Like, if we take a look at
every single nook and corner, every single edge, right? The edge basically
like these areas, these are basically
the corners, right? If you take a look at
the edges over here, you take over here, basically, the corners where the
shadows are created, right? Is basically like a shading
technique that kind of stimulates how light is blocked in small
crevices and corners. So basically what
that does, it makes the shadows look a little
bit more realistic. That's what this past does. Ambient occlusion is basically
a pass that compositors use to make it seem
a little bit more realistic using the shadows. So what this does is it
creates depth and detail because AO adds subtle shadows
in, like, tight spaces, making the objects more three dimensional and more realistic that you would see
what your naked eye objects in general,
what you would see. And because it enhances those
shadows and those corners, it kind of brings better
contrast to, like, maybe these areas which you
can control in compositing. So it prevents it prevents the whole image
from looking flat. And, um, again,
because of this pass, the compositors have
artistic control to how much they want. You know, from a look,
it could be maybe they want it to be a little bit they want it to be a
little bit more flat. Maybe you can fine
tune that based on, um, this pass that the
compositors love doing. And it's, honestly, it's
efficient rendering for all three D artists and for compositors because
instead of using, like, complex global
illumination calculation AO kind of provides like a lightweight way to approximate real world
shading, if that makes sense. Alright? So let me um
in the next lesson, what we're going to be
doing is we're going to be getting into how
to create that pass. And unfortunately, this
has to be done separately, and there's a particular method. You can't just add it and leave it. There's a particular method. There's a particular
calculation to use this AO pass to make it be effective
for the compositor, which we'll cover
in the next lesson. All right. Thank you so much.
8. How to create the AO Pass?: Alright, boys and girls, let's get into how to create the A O. So I'm going to keep the
render pass over here, I'm going to zoom in and just show you the This is how
the original image looks. What I'm going to
be doing is I'm going to take a snapshot of it so you guys can refer
to it later on. Alright. Now, let me zoom back. Now, what I'm going
to be doing is I'm going to be
creating another layer. So in this, I'm going
to just call it AO, which is ambient
occlusion, right? And in this one, what
I'll do is same thing. I'll create a
collection one for Geo. And over here, we'll
not add lights. I'll tell you why.
So in this Geo, basically what I'll do is, I'll try and add each
and every single thing. So we have the book, which is the book so
middle click drag, open up the outline and
just weave more longer. All right. The book, then we have the PC and the
screen. Got that going. Then we have this camera, these two at them. We have this camera. These shifts like these two, add them. All right? Then I'll take the
render cam as well. Where's the render
cam go? There you go. Take that add as
well. All right. So now if I just look at
this, boom, that's how it is. Okay, so we need to
add the plane as well. Boom. Alright, added. So now I have added
all the geos. Now, I don't really
need lights for this. You'll see in a reason why. What I'm going to
be introducing to you is this whole concept called of the whole concept of what is called an override. So an override is basically
literally it does justice to his words basically when
you want to override certain settings in
that particular layer. So basically, in this layer, whatever override you do, it
will only affect that layer. It will not affect
anything else. It will only affect that layer. So basically, it's
like a little setting that you can change only
for that particular layer, and I'll show you how what we're going to be doing for A O, we're going to be creating
a shader override. Basically, I'm going to change the shader of all
the geometry, right? So I create a shader override, boom, and we'll call
this Shader over. Let be shader override.
I'll click here. Boom, we'll search for
ambient occlusion. Done. So what that does
is it creates a shader, which is, you know, don't worry about
this. Don't freak out. Don't be like, Oh, my God, all the textures,
everything is linked. No, we didn't do
it in the master. We added it in this layer, which is as an override. Basically, it only
affects this layer. All right? Now, what I'm going to be
doing is I'm going to take this and I will click here. I'll click over here, and I'll open the attribute editor of the ambient occlusion shader that we chose, and
I will hit Render. Let's give it a
second. Look at that. Now, this is called, my friends, the ambient
occlusion pass. So this layer is basically
it will give you that nooks and corners where we're talking we'll
look at all these books, the right near the screens
underneath the camera. So now, this is too much detail. We need just the nooks, the crevices, the corners. So for that, what you
do is you look at these settings over here,
you kind of adjust them. So What I'll do is I'll
take a screenshot again, so you can see the
difference between these two. Take a look. Now I'll add another
one. I'll show you the proper way of doing
an ambient occlusion, right? So I'll play this. Now what I'll do is I'll
take the fall off, maybe. So I'll make sure it's only the corners which
are actually there. No everything. So maybe let's
look a 0.4. So you see. See, this black this
already has natural shadow, so I don't really
need to use this. So we could do like a 0.39. I want the crevices,
the corners. That is the most important 0.4. That's 20.5. But oh
sorry, that's five. Okay. Because again, ambient
eclusion you should not have extra crazy shadows
where then there's no point of actually, you
know, lighting and stuff. This is only meant for minor adjustments towards the corners. The reason why I'm reiterating this is
because people think, like, just keeping
it like this, Oh, my God, look at
the heart shadow. We're going to make it
look so three dimensional. No, that's a rookie mistake. More lighter it is, the more better the
ambient occlusion passes. So overall, it
needs to be white. Only the certain
certain corners, only those need to appear. Only then will you have
that three dimensional, that contrast that acumen to actually control the Ao
pass. So five looks good. Let's bump it up and
see if I can do six. Yeah, I think four is good, in my opinion, four
is good because these books these crevices
is super important. These ones over here
are super important. Perfect. Alright, so
I'll just stop this. I'll add a snap. So
if you take a look, this one, this one,
take another snapshot. So this is good ale, bad ale, good o, bad ale, final. Alright? So this is
my friend is how you create an ambient
occlusion pass. Alright? In the
next few lessons, we're talking about
shadow passes, how to create and how to
create just talk about certain absolute overrides
and then we on to finally rendering this out as an
EXR, maybe not a sequence. Maybe we'll just do an image and just show the
folder structure and then show you guys what
exactly you can get out of it. Alright. Thank you. See
you in the next lesson.
9. Creating your Shadow Pass with Overrides: All right, ladies and gentlemen, another day, another
class. Let's go. Today we will be talking
about shadow passes, and we're going to understand this concept of what
is called an override. So an override So an
override is basically when you want to take a particular layer and
you kind of want to do a certain setting
of your myocine that will affect only on
that particular layer. Nowhere else. You just
want that setting to be affected only on that layer. Let's take a look and
let's see how we can work with this to
develop our shadow pass. Okay, so as you know, we have our layers
selected right here. So we have a foreground book. So let's just do a
quick recaptulation. So I'm going to kind
of go over here. Zoom out. And you can see
the right side over here, and then we'll see
this side over here. Let me just this thing. So we have a foreground book. We have a foreground
a midground PC. We have a background
of the cameras, and we have a background plate. Now, we're going to
switch the layer, how we design the
layers a little bit because of the fact that
we need shadow catchers. So if we have a book over here, we need the shadow to catch on the ground, so
we need the ground. So what we're going
to be doing is we're going to take
this background plate, and we're going to
delete it firstly. Once we delete it, what we'll do is we'll go to the
Geo over here, and we will add the
plane in everything. Add, same thing we're gonna
be doing for the midground. Since it's selected
already, I add, we go to the camera,
the background, go to the Geo, and we add. And we see the background
plate is added in each and every
single one of them. So now the render looks
something like this. So we have the book,
then we have the PC. Then we have the
camera. All right. And obviously, we have the AO, which is what we had created
last lesson. All right. So now, the reason
why I added the plane is the plane over there so
that we can cast shadows. So let's go one by one, and what we will do is we will firstly make
layers for the shadows. And the way we're going
to be working is, this is the beauty layer, right? This is the beauty layer, and we will be creating
a shadow layer. So the beauty layer already, if you look over here,
it already has passes. I mean, it already has shadows. What we're going to be
doing is we're going to be removing the
shadows from there, and we'll add a layer which
just contains the shadow. And the way we do the way we do that is through overrides. Let's take a look.
Now, what I want is I have the lights selected over here
for the book, right? What I want, if you see, I'm
going to close this out. Every single light has this option on the right
when you open up Arnold. It has this option over
here called cast shadows. What we're going to be doing is we're going to turn it off. Now, if I turn it off, this light will turn off shadows for every single one of them for all of the layers, but we just want
it for this layer. So the way we do that is create an override called an
absolute override. So what we go here right, I make sure the eye
is on, it's selected. I go back to the attribute, and I right click and I create absolute override
for visible layer. Once I click on
that, immediately, you're going to see an
absolute override is created. So over here, we have this one. So now you can see this turned orange and also we have
this thing over here. So now if I click on this, now the cast shadows is off only
for this layer. All right. So now I'm going to turn it on, and I'm going to show you the difference of what
I'm talking about. Let's do a quick render. Let's go to render cam shape. All right, so we have the book. So what I'll do is I'll create a snapshot first,
boom, like that. I'll delete this one. Do this. Do this. All right, so
have this book snapshot. All right? Now, what I'll do
is I'll pause this render. I will take off the
cast shadows over here and I'll play
it one more time. Alright, and I will
take another snapshot. What I'll do now is
I'm going to set this as B. I'll set this as A. Now look at this. This
is with the shadows. This is pure color. So what we are planning what
we want to do is we want to ensure that we add all
the color information in our beauty layer and
keep the shadows separate. So that is why removing the cast shadows is extremely
important for these layers. So same thing what we're
going to be doing is we're going to be doing it
for the midground, as well. So the PC, what
I'll do over here, is I'll go take
go to the lights. I'll select any light I want
because all of them are in this collection of lights, and I'll go to cast shadows
here on the right hand side, and I want to just create absolute override for
visible layer poop. You can see it's created over here and I create over here, and I uncheck it. Midground is done. Now we go. Now what we can do is we can
just quickly do a check. I'll just render out. I will delete these snapshots,
delete these snapshots. Take the render cam. All right. Then I will take a snapshot
of this, pause the render, turn on the shadows, plate, take another snapshot, and
just see the difference again. Look at that. You can see This is the color information.
This is with the shadows. So I want just just
the color information. So I'm removing the shadows because we're going to be adding a shadow pass later with
another type of override, which I will get to in a second. All right. So we turn this off. All right, so I'm just
going to make sure that my AI cast shadows
are off. This is off. I'll go to the cam layer, view it first, go to the
lights, select any one of them. Go to the cast
shadows over here. Right click Create absolute
override for visible layer. Boop. Then we come
back over here, you'll immediately be able
to see that over here, cast shadows is there,
I switch it off again. Now, it's always good
to double check and oops What I want to do is
I am going to save it. So I will first now just check at once.
Do a quick render. I'll delete these snapshots,
delete these snapshots. Uh, turn cast shadows on, take the render cam shape. All right. I look at
it, take a snapshot, then take it out and
take another snapshot. And what I'll do
is set this as B, set this as A. Look at that. With shadow and just color
information. Perfect. This is exactly what I wanted, right? Taking a look again. Perfect. All right, take it off. What I want to do is I'll
delete these snapshots, delete these snapshots and
just, like, have that. Now I have the cast shadows
off for all of them. So what I'll do is I will
just close these out, pop pop pop and AO. So what I'll do is I'll
start doing a little bit, color coding, so it's easy
to kind of understand, yeah. So what I'll do is I will
label the beauty passes. I will label them, say, red. All right? AO pass, I will label it maybe
since it's white. Let's do yellow cause
why not? All right. Now we will make the shadow
layers for each of them. Same thing. We're
divided foreground, midground background, right? So first thing, we'll have the
same naming FG underscore, uh, Book Underscore Shadow. Alright? We'll do that. Then we have another layer. We'll call it MG
underscore PC underscore, shadow and we'll
have another layer. We'll call it BG Cam
same as the beauty, we'll just do an underscore
shadow with it. All right. Since the S is small, I'll just change
this S to small. God is in the details, guys. Alright? Okay. Perfect. Now what we do is we're going to create a collection first
of FG book Geo. Actually, it doesn't matter because this is not
going to be seen anyway. So I'll just do Geo and
they'll add a number, and I'll do one more, which is called
Lights. Same thing. I'll add another
collection called Geo. It should be six, and then we have lights. Same thing,
we do another one. We'll call it Geo and create collection or we'll do lights.
Alright, so that is done. So now we just need
to add the geo. So what I'll do is I'll just
look at the master so I can just it's easier for me
to kind of select stuff. So this is the book shadow.
So we take the Geo. I'm going to select
the book here. So you open this locator, take the book, add it. I remember the
error that we had. So I'll remember that. So we'll
add a render cam as well. Control S to save.
I'll take the lights. I'm going to add all the lights, remove the transform,
add all the lights. And when I view this,
it should be the book, oh and then we have
the plane, add that. So now this should be
exactly the same as the original beauty layer. But now the original
beauty has no shadow. This has shadow, but we're
going to make this a shadow pass. All right. Perfect. This is done.
So the book is done. Double check it with the render. Next, what I'm going to do. What I'm going to be doing is, as in when I'm finishing it, I'll label ladder color. So the shadow pass
is basically purple, so we'll keep that in mind. Now, this is the PC. So what we will do
is we will kind of we'll go back to the master. So we'll add the PC, open it up, select all the Geo, add that, select
the plane, at that, set the render cam, at that, and we'll go to the lights. We select all the lights, the transform, add the
lights. All right. Then we view this and
look on the side. Perfect. We just check
the render 1 second, and we're just going
to do a render cam. Perfect. Beautiful. We have the PC done. Close
this layer out. Label it violet. Let me go to the the geo. I'll click on the master
so I can see it again. So I'll open these up, one, two, three, four, holding
Control and add them. So I added these. Then I
add the plane as well, and I'm going to add
the render cam as well. Then we have the lights,
selet all of these, uh all of these lights, add them, Control us, save it. View them. Looks perfect. Let's now render it.
And just to check. Alright, so now we
have officially replicated all these layers. So now, in togetherness, we have the red ones which
are the beauty passes. The yellow is the
ambient occlusion, and the violet ones
are the shadow passes. Now, let's make our
first shadow pass. So now we learned what
an absolute override is. An absolute override is kind
of you take one setting. I don't want it to be enabled
for that particular layer. I have done that for casting
shadows on these layers. Now I want to re
add the shadows, but I want to give my compositor the flexibility to kind of
add themselves and kind of, you know, manipulate
it, add more depth, add more gamma, if they want to. So the way I'm going
to be doing is through this. I will select the Geo. So let's look at the book
shadow first, right? We look at the book so
we can see it over here. What we're going to
be doing this time is not going to be an
absolute override. We will add a shader. So it depends on
the render engine, but if you're using Maya, it's highly likely
you're using Arnold. So what we'll do is we'll select the Geo. We'll right click here. We will create a shader
override, right? So create a shader override. And in the override shader, we will click on the checkerbx and we click on the shader here. And what we will be
doing is we will be adding an AI shadow mat, which is given by Arnold
as a render pass. So now we have now everything
is just like this. Now to check it, what we will do is we will do our render. Before that, I just want to make sure that my
background is proper. I was going to take this out make sure the lights are there, the background, the plane. Okay. So you see the mistake
that I did is I added the plane in the lights. So this should be removed here, and I should go to the
Geo and I should add the plane over here. So
that was the mistake. So it's very, very
important as to where you actually select the um the layers because what happens is I created a
shader override for the Geo, so that didn't work, right? So what I'm doing is
I will delete this, delete this, go
to my hypershade. And if I see an AI
shadow at right here, I'm going to delete that
first, and then I'll go back. And now I will redo this again. So remember, it's possible
when there are so many things, it's possible for
you to misplace certain elements
in a wrong layer. So you have to be
extremely mindful, extremely demure when it
comes to these things. So let's go back to Geo, make sure everything is
there. Go there, right click. Create a Shader override and then checker box, go to Shader. Click on Shader AI shadow Mt. Boom. Now, it should be proper. Let's check. Arnold
render view. Perfect. So this is completely black, which is exactly what we want. So what I'll do is I'm going to choose the render cam first, and now the magic is the entire shadow pass will
remain in the Alpha channel. And the way to look at it is
through this little button. Boom. Now, you see that white thing that my
friend is the shadow pass, and that is what we need. That is what your
compositor needs. So when you add this one on top of the beauty
layer is what you get, you combine it to form an
image with the shadow. So that is what a shadow
pass is. All right. Now what we need to
do is we need to do it for every
single other layer. So we are done with this one now we look over here the Geo, so I just want to
make sure my plane is properly selected,
Alright beautiful. Lights are there,
and go to my PC, and then I go to the Geo again, create Shader
override, Checker box, click on the Shader
AI shadow Mat. Boom. Now what I'm going
to be doing is I'll select this and I
will do a render. Beautiful Alpha
channel. Look at that. That, my friend is
beautiful Shadow passes. When you combine it
together, it looks amazing. Alright, beautiful.
So PC is done. And last but not the least, we have the CAM shadow. So
we take a look at that. And we're going to go here, check the Geo or the
plaintiffs and the Geo. I didn't know the
same mistake again. It's important to learn from your mistakes, not repeat them. You have the lights
here. Alright Geo. Right click create
another Shader override, checker box, click on Shader
and we have AI shadow Mt. Boom. Save it, and
click on Arnold. Either render, go to render cam, beautiful Alpha
channel, shadow pass. My friend, that is the magic of the absolute overrides
and the shader overrides. That is how we
create the shadows. Shadow passes with shader overrides and
absolute overrides. So now if you look at it, we have a total of seven layers, three beauty without the shadow. Three of them just the shadow. One of them an ambient occlusion pass and all of these seven layers are
extremely important. And in the next lesson, what
we will be talking about is how we can use the overrides to enhance our renders
and actually improve our workflow so that it doesn't
cost us much render time. All right, so see you
in the next lesson.
10. More uses of Absolute Overrides: Alright, so now in this lesson, we will be looking at more of the absolute overrides
and how we can actually, optimize our file size and optimize our render
times, right? So as you know, we have
created many AOVs, right? We did the ones which are
related to the lights. We did the ones which
are related to color. We did the ones
which are related to emission and also reflection. Now, but if you
take a look at it, our render layers are divided between foreground,
midground, and background. We do not need all of these AOVs in all of
these different layers. We only need them to the ones
that actually are using it. So this is where we
can continuously use our absolute overrides to kind
of optimize the file size, because if we add, let's say, let's count how many
AOVs we have, right? So we have one,
two, three, four, five, six, seven,
eight, nine, ten, 11, 12, 13, 14, 15, 16, 16 AOVs. The more AOVs you add, the file size of the EXR format is going to keep skyrocketing. So we need to adjust,
optimize our workflow. And the way we do that is again, through our absolute overrides, because every setting in Maya, keep in mind every
single setting can be treated as an
absolute override. Always remember, anything you don't need, absolute
override it. So let's go. So let's look
at the book first, right? So in the book, let's see. What are the AOVs that you need? Let's do a quick render. Let's
remove the Alpha channel. Alright. So obviously,
you don't need, these ones, the
photomin, the photo rim. So we only need the ones which
are related to the book, right? We do not need. Maybe we need the background, but we don't need this. It's not affecting our
book. We don't need this. Is not affecting our book. So let's remove all of this. So what we will do is, I'm
going to exit out of this. And the AOVs which
we do not need, we will add them as
an absolute override. All right. So we're
looking at the book, so keep that in mind, okay? So ID I want, the
background I do want. The book we're doing the book,
so I definitely want that. The Cam front don't need. So right click Create
absolute override. The CAM side don't need
the PC main don't need, the RGBA PCRrim don't need, the photomin don't need, the photoim don't need the phototp don't
need Z depth, I need. All of these are
agnostic to the layer. So yeah, that's
what has happened. Now what I do is I
open the layer and you see all of these absolute
overrides are kind of here. The ones that I don't
need, for example, the Cam front, I don't
need, so I disable that. Disable that disable disable, disable, disable, and disable. All of these get into a
collection of AOVs automatically. Now, if I look at the render, let's do like a render
cam shape. All right. Look. So I only have the book. I have the background,
and I have these. Some look at how well I optimize my render
layer of the book. I don't need. I really don't need any of
those lights, right? So the same thing, what we're going to be doing is
we're going to be doing for the PC and the
camera layer as well. So let's get on with it.
So I'll close this out. What I will do now is
I will look at the PC. Actually, let me just
look at the book again. I think I missed OV,
which I do not need. Uh, Okay, I just want to check whether the emission
from the screen is actually creating a
difference. It's actually not. So we don't need this as well. So what we'll do is we'll
just go back to settings. We'll take the emission.
Create absolute override for the visible layer. Go here, AOVs,
look for emission. There you go, and check it off. Perfect. So that's done. Now we move on to
layer number two, which is the PC. Now, you can see all of these
get turned on immediately. All right. So what do
we need for the PC? ID pass, yes, background,
yes, consistent. Book, not needed. Okay,
actually, you know what? Let's look at the render first. Then we can take a call as
to which one we need or not. Alright, so let's do renderCam. Let's do a beauty. Alright, so that's beauty. ID pass 100%. Background. Sure.
Okay, so you can see the book is actually creating a little fall off light.
So we do need the book. The cam front the cam front
is not doing anything, so we can remove the cam front. So what would be good
is kind of like, you know, noting it down
that you don't need it. So let's see if I
have a pen here. I can note. Okay, I don't
cam front Cam side? Okay, so you can
see the cam side is creating a slight rim. PC main, obviously,
you need PC Rim. Of course, you need photo main. Not really. Photo
rim. Not really. So the only thing that you don't need over here is Cam front. Cam side, let it be a little
bit for the bleeding. Alright, so cam
front is not needed, and Cam front and photo rim
is not needed. Perfect. So I will remember that.
And what I will do is I will go to my settings, Cam front, create absolute
visible and photo rim. Visible there. Perfect. So these are the
ones that I do not need. So now what I'll do
is I'll open the PC, take the AOVs, and I
will disable them. So look at how
easier and just like how things become just easier with our absolute overrides. I save it, render it. Let's see, take it to
render. There you go. And it's gone. So now these AOVs unnecessarily
will not be there. Now, the book is definitely
creating bleeds. Camside is PC Rim is Photomin. Okay, photomin also, honestly, photomin and top is also
not needed, actually. So let me remove them. So let's go to our render settings again, Photomin and phototopPhoto main. And phototp not needed. So let's open this up.
Here we photo main. Let's take this out.
Phototp. Let's take this out. All right. Perfect. All right,
close it out and render. Go to the render cam shape. Boom. All right. This is the only one
I need because it's giving a little bit bleed,
so I want to keep that. You never know the
composor might create something fun with it. All right, moving on
to the next layer. So imagine how much
optimization we're doing. All right. Let's
look at the cam. Let's do a render. And
let's see how things look. All right. So we go beauty. So ID pass, definitely. Background, definitely. Book, not creating a difference. Cam front, yes. Cam side. Yes. PC main, no. PCRim no. Photomin,
yes, photoim. Yeah, perfect. So it's based on nomenclature because I named
everything properly, so it just becomes easier. So what I'll do is take out the book, create
absolute override. Cam front, cam side,
PC I don't need. So I don't need four do I need, four do I need, four do I need. All right. Perfect. There
you go. And close it out. That's it. The only thing we
need to do is uncheck it. So we go here, click here, Uncheck, click here check, click here and Uncheck. Now if we play it,
go to Render Cam, these will not be
visible anymore. So background is there, or book is not there, right. Let's remove the
book. So basically, sometimes what happens
is there's a glitch. You need to kind of close
the render and then redo it. So let's now, again,
reopen the render. It takes Imagine think of it like a refresh
to your browser. See now book is gone. All right. I just want to check whether
emission is necessary. Okay, emission is not
necessary either. So let me remove
emission from here. Settings, take out the
emission. All right. Emission, remove it. Perfect. And render. Let's take a look. Let's give it a second. Render cam shape. All right. So now I have ID. Diffuse direct, indirect. It's a little bit there
secular specular indirect. Perfect. And now I'm
happy with my AOVs. I have completely optimized
every single layer with every single AOV with my absolute overrides
and I've created shadow passes, and I am happy. Now in the next lesson, we'll be talking about render
settings and exporting and finally getting it out
there for the compositor. All right. That will be my last lesson in
the next lesson. And yeah, that's pretty
much it. Onto the next one.
11. Render Settings & Export: Um, Alright, so in this lesson, which is the last lesson,
we're going to be covering the render settings
and the exports. So there are ways over here where also you can use
absolute overrides. I will touch up on it a little bit, so you
get the fair idea. I know you guys already
have a fair idea, but I'm just saying
when I say you can use absolute
overrides anywhere, you really, really can, which
I will get to in a second. But before that, let's
do a quick render setting to see whether
everything is on point. So the way to do
that is you click here at these little settings
with this gear icon. You click on that,
and then we go here and we have render layer. We have this thing, which
is the master selected. So as you can see, um, I'm just going to
arrange it over here so it's easier for us. Alright. So this thing, what this means is that this render this render layer
is enabled to render. So if you do not
want if you do not want renders to if you do not want certain
layers to not be rendered, you can just switch them off. So, for example, in this one, I do not want the master. I do not care about the
master because I will make the master or else my compositor
will make the master. So I do not want that so we have this one
enabled, enabled enable. So we have one, two, three, four, five, six, seven. We have seven of
them enabled, right? So now, make sure it
is Arnold Render. You can choose over here,
but it doesn't matter. Over here, you don't need
to worry about the layer. You can change it
later on over here, but honestly, this is fine. Alright. Because you turned
it off here, so it's okay. Now, I want an EXR sequence. My compression zip is fine. My color space is
use Al put transfer. Leave it as it is.
Frame padding is good. Now, I have a five second
one, five second video, which is I want
the start frame to be one and the end
frame to be 120, so that this entire frame is so my entire
frame is rendered, and I'm shooting and
I'm not shooting. I am the project is at
24 frames per second. Alright. Then scroll down
renderable camera. I just choose render cam here. Then we have choose your
presets. 1080 is good. Then, uh, yeah, that's
pretty much it. Arnold Wender over here, I'm shooting not shoot.
I keep saying shooting. I am doing it at four, which is a high anti
aliasing system. I do GPO, which is fine. AOVs have already selected it based on the layers
which are selected. Now, the issue that
happens when you have absolute overrides and when
you have animation is here. So now let's say I
have X out of this. Let's say I'm going
to frame 120, and I'm selecting, let's say, this one over here. I'm selecting both of these, and I hit S, which is Mario key frame, and I come here to frame 80, and let's say I move it
to the right, S. Alright? So now We have an
animation, which is here. Now what I'm going to
do is I'm just going to quickly just go to
Windows Shouse animation. Windows, I go here. Animation editors graph editor. It's going to check
this one out. Take that, and I'm just
going to ease it in. So it's eased properly. So now we kind of see. It's eased in. Now, in situations
like this, right? I want this, for example, this Nikon camera to only appear to only render from
frame 79 to frame 120. Now obviously, if I look
at my render setup here, my camera, which is
my background camera, which is like these two. Now, let's say, Okay, let's say I animate
this one as well. Alright because they
are in the same layer. Let's take these two as well. I'm going to go to frame go 80, frame 80, and just
move it to the side. Hit S, click on this one
and it is these out? So now, if I this didn't work, let me just see where
the where this one is. There you go. Okay. Is that Is that, so all of these are es. Alright, beautiful. So I
just have this one, too. This one is left.
Ease that perfect. Just easing everything.
Alright, perfect. Alright, beautiful.
So over here, if you see, um, from frame 80, we have just the
background camera which is not appearing from frame one all
the way to frame 80. So imagine, do I need to render 80 frames of something which is not
going to be there? No, right? So that is where you use absolute overrides
to kind of fix that. Right? Let's take a look
of how we can do that. So same thing, I click on my
camera set on that layer. So you can see it's appearing from frame 80 is
when I want it to start. So I go to my vendor
settings again, this one. I go to my vendor settings. And what I can do is here, I can create an
absolute override for a visible layer as well. Alright? So let me do
create absolute override, boom, frame, again, create absolute override for
a visible layer as well. Boom. So now, when I open
this render settings. Start frame instead
of one over here. What I will do is I do 80, and this one is the same, but I'm just doing
it for safety, 120. So now I want again, I don't need the first 80 frames in the shadow layer as well. So we will do is go to the
Cam shadow as well here. Same thing. We Create absolute override
for visible layer. Absolute overwrite
for visible layer. Boom. So now I go here, start frame. We do 80, and end frame is 120. Perfect. File increment
and save. Perfect. Always good to save. Do
not forget saving at all. Alright, so now
with this setting, what this means is
that the Cam layer, when you render it
is only going to render from frame
80 to frame 120. The first 80 frames
are not required. So this is how you
optimize and save file sizes because you
don't need so many frames. You don't need that
big of a sequence. People rookie mistake is they just render
every single layer. And without optimizing this, this is what causes files
to get unnecessarily big. This is how you can save it
because EXRs are extremely, extremely heavy because
they have a lot of data, lot of AOVs, a lot
of depth maps. So you need to be super, super careful as to how you're
sending the compositor. If you're just sending
everything with every single layer that
doesn't even require, that looks bad on a professional
level in the industry. So keep that in mind, yeah. Alright, so once
you have Alright, so once you have everything
set up, so we have this one. Oh, this is 800. Let me
just make it 80. 80 to 120. So this, my friend, is what our final work is. So this is the shadow,
the midground, foreground shadow,
the amboclusion, and the beauty passes. So Look at this. Look at us. We did all of this
work together. And all the AOVs, beautiful AOVs, all the lights. Added some nice
absolute overrides here for casting shadows. We had some nice collections. We had some shader overrides. Over here, we had some
more shader overrides. Amazing. So now all you need to do is make sure
these are enabled. You go to render sequence.
You choose renderCam. You make sure all the
render enabled cameras. There's a little camera button
that I was talking about. Render region, ignore
local overrides, choose your location,
select that. And all you need to do
is add to render view, if you want and render sequence and Bob's your
uncle. That's it, guys. That is how you set up the entire renders render setup with its passes
for your compositors. And yeah, this is the
professional way. This is the industry standard
way of doing render passes. Whether this is Maya, blender, Cinema four D, real engine. They all have similar concepts. It's just the workaround of the software as a
wee bit different. And otherwise, the
concept is the same. And this is how the
VFX industry works, and I hope you guys
had a wonderful time. And yeah, export
it. And hopefully, I'll make another class where we talk about
how we do this, how actually we get this back
together in compositing. So if you're
interested in knowing how to do that in foundry Nuke, please hit the description. Hit the discussion button below and type away your comments
and all your questions. I'd be more than happy
to answer all of them, yeah. See you in the next one.
12. Thank You!: Alright, guys, thank you
so much for watching. Hope this class
was good for you. I hope you understood and got a fair idea as to how to break down your image in CG and get
it ready for compositing. Now I am working on a class which is going to be based
on how to actually take this entire thing and actually
how to composite and how to separate the passes in the compositing software
for the VFX people, for the compositors
don't feel left out. And if you want, I've also done a complete ACS workflow, a round trip between DaVinci
Resolve, Maya and Nuke. I have that class as well. Make sure you go through
that because ACS is the standard color
pipeline for VFX and CG. So if you haven't seen that,
definitely watch that. It's something that does
not exist in the world yet, so you need to
understand how to do it. In theory, it's good.
But in practicality, how to do it is very,
very confusing. I have kind of laid
out the path for you. So make sure you watch
that course of mine, and it's super super helpful. But again, thank
you for watching my Maya vender passes class. It was an honor having you.
Have any questions again? Him me up on Discord. We're in the common
below, alright? Thank you, and cheers.