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Showing posts from April, 2021

Support By Alexis Rives - Rendering and Compositing

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 AOVS These are the AOV's I'm using for my final render, The direct and Indirect of both the diffuse and the specular channels are both chosen because they give me a lot of flexibility when it comes to my compositing. I created an override set so that I didn't have to change these same settings individually for each piece of geo, this is something we did for our team production and really speeds up the process, I added in auto bump as well and what that does it any detail thats too small for the displacement to do goes in as a bump map instead which gives crisp details. For Compositing I'm going to add chromatic aberration and Filmic grain over the top of the image and  then also adjust the Vibrancy and do a quick curves adjustment to add contrast and pull the greens out a bit more. There Grain I'll be adding, Just doing a multiply and lowering the opacity should do the trick and add some texture to my white background  For Chromatic Aberration its quite a simple ef...

Support By Alexis Rives - Remaking my Displacement maps

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 I wanted to export out my displacement maps out of Zbrush for use in Maya but Unfortunately I did not realize that when you merge subtools there is a box you need to check to make sure your UV's stay intact, I thought I was being a studious young lad by organizing / condensing all my subtools into 5 subtools but turns out I was just being dumb. Armed with my new knowledge I sat back down and re did my highpoly mesh and I am a lot happier with how the New high frequency details came out  Next step was exporting them out following the tutorial by flipped normals https://www.youtube.com/watch?v=-ThBTEc8L_M  Which is 'ZBrush to Arnold for Maya - 32 Bit Displacement UDIM Tutorial' I followed along and Encountered an issue where I wasn't merging my maps properly, So I opened up a Image editor program a merged them myself, a bit tedious as there was like 20 maps to merge. But now its on to rendering this beauty :)