影视动画视频教程
模块: |
综合流程 灯光 |
软件: |
Maya Maya 其他软件 |
讲解: |
英文+无字幕 |
播放时长: |
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基于图像照明技术教程 - Look Development and Image Based Lighting Fundamentals - CGWorkshops
教程大小:5.26GB
本次研讨会是由研究的原理和技术落后好好看看开发和照明,旨在快速跟踪您的学习过程。这些技术有充分的了解,不仅提供了艺术家与方法不断获得自己想要的样子,但它也允许他们查看他们周围的世界在一个新的和令人兴奋的光。
This workshop is aimed at fast-tracking your learning process by studying the principles and techniques behind good look development and lighting. A sound understanding of these techniques not only provides the artist with a method to consistently achieve their desired look, but it also allows them to view the world around them in a new and exciting light.
诺亚副曾参与过阿凡达,钢铁侠1&2的电影和哈利·波特与死亡圣器在许多其他之中。他最近的信用是卖座的“复仇者”。
对于你可以期望一个潜行高峰期,检查出的视频介绍从诺亚的作坊在此页面的底部。
Noah Vice has worked on Avatar, Iron Man 1 & 2 films and Harry Potter and the Deathly Hallows among many others. His most recent credit is the box office hit "The Avengers".
For a sneak peak of what you can expect, check out the Introduction video from Noah's workshop at the bottom of this page.
第1周:介绍前景。
在一个星期中,我们将探讨一下发展,它是什么,以及它如何有助于生产。然后,我们将深入研究的过程中,它的背后,我们如何定义和描述一个对象的属性。最后,我们将收集和整理参考,并创建一个参考接触片。大多数本周将用于提供参考和在线,以及在Photoshop或瘸子一些时间学习。
Week 1: Introduction to Look development.
In week one, we’ll explore look development, what it is, and how it contributes to a production. We’ll then delve the process behind it and how we define and describe an object’s properties. Finally we’ll collect and collate reference and create a reference contact sheet. Most of this week will be spent studying reference provided and online, as well as some time in either Photoshop or Gimp.
1. Introduction to the look development and how it works in production.
2. Learn a process for analysing and object and it’s look.
3. Look at the difference between material vs texture properties and when to use each.
4. Getting to know places on-line to collect good reference and learn how to break it down.
5. Learn what a reference contact sheet is and why it’s important to the process.
6. How to compile a reference contact sheet.
EXERCISE: Collect reference online or in the field and develop a reference contact sheet. Required time: 1-2 hours
第2周:HDRI环境光探测器。
在第2周,我们将专注于HDRI环境中,它们是如何捕获发作,然后我们如何能够复制和平衡在他们的电脑给我们现场的贡献。然后,我们来看看几个不同类型的转盘钻机,创造我们自己的研究我们看看发展。
Week 2: HDRI Environments and light probes.
In week 2 we’ll focus on HDRI environments, how they are captured onset, and then how we can replicate and balance their contribution to our scene in the computer. We’ll then look a couple of different types of turntable rigs and create one of our own to study our look development.
1. HDRI environments and light probes and how they are captured on set.
2. Probe and plate analysis- the importance of the grey and chrome sphere.
3. Recreating onset light probes in Maya.
4. Balancing colour, and HDRI environment intensity.
5. Different types of turntable environments.
EXERCISE: Create a turntable and environment probe setup. Required time: 1-2 hours
第3周:着色器和BRDF。
3周的重点将是着色器和操纵开发所需的外观。我们来看看不同类型的着色器和其独特的气质,以及一些他们背后内部是如何工作的理论。然后我们再看看材料在生产,以及我们如何能够快速实现这些看起来有些通常需要的类型。
Week 3: Shaders and the BRDF.
The focus of week 3 will be shaders and their manipulation to develop a desired look. We’ll look at different types of shaders and their unique qualities, as well as some of the theory behind how they work internally. We’ll then look at some commonly needed types of materials in production and how we can quickly achieve these looks.
1. Shading models and when to use each one.
2. 2D and 3D textures and UV space.
3. Raytracing and the BRDF.
4. Monolithic and energy conserving shaders.
EXERCISE: Recreate some more common material looks in Maya using provided examples. Required time: 1-2 hours.
第四周:高级概念。
本周,我们将整理了通过看一些更高级的材料和概念的样子发展的组成部分。我们将通过采取现实世界板块对象,并利用我们开发比前周的技能重现它的外观在我们的转台完成了。
Week 4: Advanced Concepts.
This week we’ll be finishing up the look development component by looking at some more advanced materials and concepts. We’ll finish up by taking a real world plate object and recreating its look in our turntable using the skills we’ve developed over the prior weeks.
1. Advanced material types. (layered shaders, SSS, displacement)
2. Light shaders.
3. Final gathering and ambient occlusion.
4. Bringing it all together- turntable and look development evaluation.
5. Advanced tips and tricks.
EXERCISE: Look-developing a more complex object in Maya using provided examples. Required time: 1-2 hours
第五周:介绍照明。
本周将是一个快速的介绍照明玛雅。对于大多数学生,这将是更复习的。我们来看看基本的光源类型,术语和控制。
Week 5: Introduction to Lighting.
This week will be a quick introduction to lighting in Maya. For most students this will be more of a refresher. We’ll look at the basic light types, terminology and controls.
1. Lighting basics. Types of lights and their controls.
2. What defines interesting lighting and how can it contribute to a film production?
3. Light properties in the computer: intensity and color, shadows, falloff, patterns and texture.
4. Flags and cookies.
EXERCISE: Use the techniques learned in this week’s class to light a simple scene. Required time: 1-2 hours
第六周:研究现实世界的灯光和环境。
这一周我们会再看看我们盖在2周的环境部分,但这次从照明角度。我们来看看一些真实世界的例子,并使用基于图像照明技术与传统路灯重新创建它们。
Week 6: Studying real world lighting and environments.
This week we’ll take another look at what we covered in the environments section in week 2 but this time from a lighting perspective. We’ll look at some real world examples and recreate them using image based lighting techniques and traditional lights.
1. Real world examples and comparisons.
2. Popular lighting configurations used on set and in production.
3. Identifying what makes them good and understanding why they are chosen and what they achieve.
4. Plate analysis and visual lighting cues.
EXERCISE: Re-creating environment looks using more advanced lighting setups in the computer. Required time: 1-2 hours.
第7周:深入的照明技术。
Week 7: In-depth lighting techniques.
In week 7 we’ll step it up a bit and look at some of the more advanced lighting techniques we have available to us in Maya, as well as some proven ways to use them in production.
1. Advanced lighting setups used on set.
2. Bounce cards, silks and their computer equivalents and how to recreate them.
3. Advanced lighting techniques in the computer- Global Illumination & Final Gathering.
4. Baking Final Gathering to reduce noise.
5. Advanced Shadow properties.
EXERCISE: Lighting a more advanced scene using some of the techniques learned in this week’s class.
第八周:总结。
Week 8: Putting it all together.
In our final week, we’ll do a quick recap of the skills we’ve learned over the course and spend the class bringing it all together by look-developing and integrating an object seamlessly into a plate.
1. Object analysis -breaking down material vs texture properties.
2. Shader creation and tuning of look.
3. Plate analysis.
4. Lighting setup and environment recreation.
5. Final integration into a plate.
6. Tips and tricks and how to fine tune your results.
EXERCISE: Students are provided a plate and a model and we’ll work along as a class look- developing our model and integrating it into the plate. We’ll then render a turntable of the object on the plate as our final project. Required time: 2-3 hours |
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基于图像照明技术教程.txt
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基于图像照明技术教程 - Look Development and Image Based Lighting Fundamentals
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