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Rendering: Hardware Vs Software
In maya there
are two main types of rendering; software rendering and hardware
rendering. We have mainly been using hardware rendering to model our
head. Hardware rendering tries to simulate the final output of our
model in realtime as closely as possible to our completed version.
This, however, is not always a practical approach to visualizing the
final product as hardware rendering is what is happening in your
viewports (perspective and orthographic). In a complex scene with high
resolution geometry it becomes increasingly difficult for your computer
to display the scene in your viewports in realtime. Maya must therefore
limit the amount of information that it displays in your viewports so
when you interact with the scene maya can update it at a reasonable
speed, optimally in realtime. It will be beneficial to the workflow if
you could see the results of your work smoothly shaded, textured, with
reflections and interacting with a full light set, that is, as close as
possible to the completed software rendered version. As the technology
we use to produce 3D advances the distinction between hardware
rendering and software rendering is constantly being challenged. The 3D
gaming industry is a fine example of those pioneers that test these
definitions by constantly pushing the limitations of realtime
rendering, as games become more cinematic and life-like and the
definition of hardware rendering versus software rendering becomes less
of an issue for the end user with every major new game release.
When software
rendering an animation or a file for print you would tend not to work
on the computer you're rendering on. This is still a part of the
workflow in terms of the fact that it takes time to render from a 3D
software renderer and the time that the computer utilizes, even though
it requires no further input from you, must be accommodated for as a
part of completing the project. The work you have physically done up to
this point must reach all the requirements of the final output.
When you have completed your model and are ready to compose your shot
consider this
The process of
rendering can be broken down into several basic sub-catergories.
- Texturing
- Composition
- Lighting
- Rendering
Texturing
The textures on
our head models should be completed by now, the only adjustments that
might need to be done in terms of texturing is simple colourizing. The
most efficient way to match the colour of a texture for a specific shot
is to create a duplicate of the texture and colourize it with the
colour balance setting and match colour setting under Adjustments in
Photoshop. Colourize your image to match the lighting in your scene.
Although your 3D lights will simulate some of the colour from the light
source on your model, you might need lights that are not coloured for
general illumination. The areas of your model that are light by these
lights still need to look like they are being light from the same light
source (assuming that's what the intention is). Simple colour changes
can also be made to your model in maya through the attribute editor for
the file node used to texture the model. These attributes can be found
under the Color Balance section. However photoshop still offers a wider
range of choices for colour correction of textures and is the more
advisable technique.

Composition
By the time you
have completed texturing of the model you should have an idea, at
least, of what you want the shot to look like in the final output. When
creating a composition for your head model consider what the most
interesting angle will be. Then think about how to obscure your choice
of angle so as not to include the entire head in the shot. What area's
could be cropped? A composition that does not disclose every personal
aspect of it's subject, but leads the viewer to fill in the gaps; makes
a more interesting shot than a shot where the subject is placed in the
center of interest and exposed by the artist as if to say "look what i
can do". Infact it's generally a better idea to offset your shots from
the center. A centrallized shot has probably got far different
implications to what you might think. For example a centralized shot of
your head model might make it appear comical unintentionally,
particularly if you have your model staring straight into the camera.
It might be worth your while to make your character look away from the
camera. but in doing so coincide the angle at which your character is
offsetting your viewers gaze, you don't necessarily want your character
to lead your viewer's gaze off the page but rather to a secondary focal
point in the composition.

When setting up
your camera it's a good idea to have your resolution gate visible. A
resolution gate will visually tell you where the extents of your frame
are, anything that lies outside your resolution gate will not be
rendered. To turn on your perspective camera's resolution gate go to
your perspective viewport and click View -> Camera settings ->
Resolution Gate.

Lighting
Lighting is
something I consider to be one of the most fundemental parts of
creating a successful rendering. The topic of lighting can extend far
beyond the scope of this exercise so I'll try to simplify the process
by isolating key technical points as opposed to the topic of lighting
as an aesthetic.
Maya has several different light types which all have different
functions. All lights can be found under Create -> Lights
a point light is a light that shines equally in all directions
Point lights can be quite useful for creating general illumination in a
scene and tend to render quite fast.

A spotlight is
useful to illuminate the focal point of your shot because it can be
aimed directly at something. Spotlights are probably the most commonaly
used lights in 3D because they render relitively fast and allow a great
degree of flexibility.

For the purpose
of our exercise we'll mainly be using spot lights to light our scene.
the type of light set we'll be using is commonly referred to as three
point lighting. This light set is comprised of three light sources a
Key light, a Fill light and a Back light. The Key light is used to
reveal the most amount of detail in the image. A Fill light will be
used to subtly illuminate the areas of the image that would, otherwise,
have been in darkness. The Back light will be used to pick up the
highlights that will silhouette the model and reveal it's form.
To create a spotlight click -> Create -> Lights -> Spotlight
Select the spotlight, and in your perspective viewport click Panels
-> Look Through Selected
Maya allows you to look through your spotlight to modify it's position
in 3D space using your tumble, track and dolly camera tools.
Position your light. When you've completed the task click Panels->
Perspective -> Persp to revert to your perspective viewport. Lights
can also be transformed using your transform tools (move, rotate and
scale). However be warned that scaling a light does not necessarily
mean that the area of illumination the light casts increases
accordingly to the size of the light icon being scaled in the viewport.
For example scaling a point light will have no effect other that making
the visual icon in the viewport easier to see, and since a point light
casts light equally in all directions rotating it will have no effect
on scene illumination either.

To adjust the
settings of your light select the light and open it's attribute editor.
In the attribute editor you can change it's colour by clicking on the
colour swatch, the intensity setting will determine how bright your
light is in conjunction with the color setting. Generally if you have
more than one light in a scene it will be worth your while
experimenting with lowering this setting to a value below 1, as maya
will add intensity values from one light to another in an area where
they intersect. Cone angle determines how large an area the light will
cover, higher values mean a larger surface area will be covered.
Penumbra angle softens the edges of the light and Dropoff will fade the
light inside of the cone angle value towards the center of the light.
Shadows can be rendered as ray traced shadows or depth map shadows. Ray
tracing is useful if you need a transparent object to cast shadows and
by default will produce a crisp edge to your shadow. We will use depth
map shadows which render alot faster and produce a fuzzy edge to our
shadows.
To turn depth map shadows on select the light you'd like to cast
shadows and open it's attribute editor click to expand the shadows
section and check use depth map shadows. Not all lights in your scene
need to have shadows on. To adjust the blurriness of the edges of your
shadow, increase the Dmap Filter Size attribute, increasing this value
to anything above 5 will significantly increase the time it takes to
render a frame.
Rendering
Your Final Image
Once your scene is setup and ready to render click the render globals
button to open the render globals dialog box.
- Select maya
software as your rendering engine.
- Specify a
resolution, if you're not sure what the final resolution is going to be
render your image larger than what you think the final output might be
as it is always easier to scale down, scaling an image up is not
advisable as this will degrade the quality of the image.
- Under the maya
software tab, choose production quality.
- Activate your
perspective view and click the Render Current Frame button to render
the image.
- Save the image
from the Render View window click File-> Save as
- Save the image
as a Targa or Tiff or some format that will support an alpha channel
and a 24bit colour palette.
- Open the image
in Photoshop and click select-> load selection choose alpha 1 as
your selection and choose ok.
- You can now
copy the isolated head image to the clipboard, paste it onto another
document and begin tweaking it.

Check out my new animation to see this
guy in action :-)
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