Week - 8 Arnold Rendering Techniques, Render Layers

This week we focused on Rendering and Lighting in Maya Workflow we did this by looking at the workshop tutorials on canvas.

The first tutorial was about Light Groups - You can create lights and organize them into groups in the Light Editor. This way, you can adjust multiple lights simultaneously, and your Light Editor interface appears more streamlined and organized.
If a group is currently selected in the Light Editor, the newly created light is automatically added to this group. Otherwise, the light is created but does not belong to any group. You can also create a light within a group by right-clicking the group and selecting the light you want from the marking menu.To group lights Click New Group to create a group, and middle-drag and drop lights to include or exclude them from a group.Each light can only belong to one group.Note: All lights created via the Maya Create menu appear in the Light Editor, but do not automatically belong to any group.
Once this is rendered we can import them to Nuke and by using the shuffle nodes we can be able to different passes and use them independently.
The second tutorial was about Motion Blur - Motion blur can enhance the realism of a rendered animation by simulating the way a real-world camera works. A camera has a shutter speed, and if significant movement occurs during the time the shutter is open, the image on film is blurred. We just store the motion blur data in  AOV's and then they can be tweaked in Nuke one of the advantages of doing this to speed up the rendering process.
To do this we go into render settings in Maya, click on motion blur and click enable and select instantaneous shutter by making this we can create motion blur which doesn't show when rendered but can create an  AOV then export them to Nuke where we can use the VectorBlur node to create MotionBlur.

In the same tutorial we get to know about Depth of Field - Depth of Field to create a blur that is applied to out-of-focus points of light to simulate a shallow focus. We can add a Z pass in our AOV in our render settings. This will store the depth of field information we need in our multi-layered image, so in Nuke we can use a ZDefocus node - Blurs the image according to a depth map channel. This allows you to simulate depth-of-field (DOF) blurring.

Even after looking at the tutorials provided in canvas, I had trouble understanding how AOV's work but after seeing some tutorials from YouTube I now have a basic understanding of how AOV's work.
Final Project Update
Was looking at videos on people walking while heavily drunk and got an idea on how to incorporate them in my project
References

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