Create Position Reference Pass in VRay
Compositor and certified Nike Trainer, Erwan Leroy thinks some things in Vray are easy. Yet, some other things, might be a bit convoluted, and needs more of your attention. You can find plenty of tutorials that cover creating custom render passes in VRay. There aren’t a lot of tutorials that cover creating a (Pref) position reference pass. As a compositor, Erwan used position reference passes all the time. The only mystery seemed the “how” with Vray.
Thank you for taking the time to report an issue.
What's wrong... Please write below.
Arvid just want to show you a quick and easy method to create ambient occlusion using Maya and Vray. Its using the surface shader and the VRay dirt.
This Tutorial will show you how to set up render layers correctly using Vray Object Properties. It is a very convenient method of overriding several meshes at once using VOP (Vray Object Properties).
In this quick video Tutorial I want to show you the basics of setting up a Vray Material in Maya. It is a really straight forward renderer so its pretty easy to use. I will show you how to use reflection and refraction parameters inside the Vray Material and will show you what the important checkboxes like fresnel and ior are doing.
In this tutorial the settings in the “VRay Common” tab are not that relevant, so let’s jump right to the “VRay” tab! To override Maya’s environment check
We have seen how to create an AO pass before, but what if you wanted the occlusion to be noticed in the reflections of materials in the scene? You may already be familiar with why and how to create occlusion passes in Maya for your compositing work. If you have reflective materials in your scene, you may have noticed that the occlusion pass is not seen in the reflected image in reflected materials.
Chital Gazdar shows how you can change the environmental reflections of a render in compositing, by creating 3 simple render passes. Chetal shows how you can create a reflection ID pass, a reflection intensity pass, and a reflection UV pass, and use those in composite. With these three passes, you will be able to change the environmental reflection of your render with a high degree of control. Pretty amazing actually.
Start Maya and load the reference images of our character in the front and left views. To do that, first click on the View menu in the panel view menu and then click on Image Plane and then click on the Import Image option. Go to the reference file location and load the appropriate Hulk reference images for both the left and right profiles, which have been provided with the tutorial.
Chetal Gazdar shows how to set up and render and RGB light pass in Autodesk Maya, that will be used for compositing in Nuke. An RGB light pass can be created in any 3D application, where each channel R,G, or B, will contain the lighting information in the scene, from any particular light. This saves time by having to do separate Render Layers for each light. You can render more than three lights by also setting secondary colors other than RGB.
In this series you'll 3D model and rig a quirky cartoon parrot using Maya. First of all, we will setup the reference images in the Front and Side viewports. So let’s import the front and side reference images by going to View > Image Plane > Import Image.
In this tutorial, I will teach you how to easily create a successful piece of cityscape concept art. We’ll be using a very basic 3D scene as a foundation for the piece, then taking it into Photoshop for some creative photo manipulation of reference photos, basic painting and adjustments. Let’s create this urban scene!