Total confusion Maya/Nuke need help on this one!

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  02 February 2013
Total confusion Maya/Nuke need help on this one!

Hi guys,

I spend some very good time in rendering my 274 frames in Maya and Mental Ray and now when get to work the final render layers and passes in Nuke something odd is happening ( at least for me as I'm just learning all of this on my own). So perhaps I need to mention first that all of my materials are Mia_x_passes and MR Car paint. Then I rendered the following passes:
Ten the render layers are:
Shadows layers for the ground and the bike.
Now I'm not sure what exactly I did wrong, but when I start organizing and composting in Nuke I started getting this odd results out of my color passes.
Ok here are some scree prints of how the situation looks like:




And here how it looks down the line when start composting them:

Guys I'll be very grateful if you can help me with this.... if something is not clear please ask me I will get you some more details as long as we can sort out this.

  02 February 2013
I'm guessing the last picture you posted is supposed to be all the passes combined right? Well, it's not... Comparing your indirect past and your last image they more or less look identical. If I'm guessing correctly from your screenshots you rendered the passes into seperate files, then copied the passes into one stream and write out an .exr with all the passes in it, right?
Well, that way at the end you get an .exr file with all the passes being in seperate channels, but they are however not combined yet. If you want to combine them together to form the beauty you have to add all the passes on top of each other (merge with "plus" mode). You can then make seperate corrections to any pass you like.
Also you seem to be missing a reflection pass (specular just outputs the reflection from actual lights).
Hope that helps!

  02 February 2013
Maybe you also need a refraction and SSS pass (provided you use any of these). Been a while since I fiddled with MR, so I might be missing something
  02 February 2013
It looks like you are missing a reflection pass for the engine as well.
But yeah, comp wise you output just looks like your Indirect.
How are you adding them together?
Steam Punk Challenge
  02 February 2013
Hi guys,

As @julsVFX suggested I writhed a EXR file and then started adding the shadows first with constant node the AO and up to this point everything was ok. Then I used merge nodes to start adding the Indirect and secular with plus operation.....

Any way I think I did something very stupid as I forgot to add reflection pass to my Master Beauty layer and now probably I need to render again.
By the way is this the normal way of how the Indirect and Diffuse passes should look?

Also if you have any more suggestions of any other render passes that I my need to add to my render please advice.

  02 February 2013
Just looking at the screenshots I'm pretty sure there is something wrong with your passes... it doesn't make sense that both your diffuse and indirect are for example pretty intense on the tires, yet on your beauty they are black. Did you make sure to only use mia_material_x_passes?

btw also make sure you are outputting the right passes (the passes in mr for maya may be a bit confusing):
Diffuse (=Direct Illumination) + Indirect + Reflection + Specular + Refraction (provided you are having something refractive)
Don't use those blabla "Without Shadows" passes.

Last edited by julsVFX : 02 February 2013 at 11:49 PM.
  02 February 2013
Yeh I totally messed it up. I need sort out properly my render passes for the beauty layer and re render all over. The tires are black but there is plenty of details there like dirt stones and so on you can check bigger images here

And yes I did use Mia x passes material together with Mib color mix
And this is the shading network of the tires

And for the rest is pretty much the same.
  03 March 2013
i think you need more passes
(raw diffuse x constant color) + (raw indirect x constant color) + sss + spec + refraction + reflection = master beauty

at your image, there is no texture, reflection and refraction

your indirect and diffuse is raw (i think), so you need to multiply with texture first before

Last edited by asinn : 03 March 2013 at 04:35 AM.
  03 March 2013
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