Week - 9 Motion Blur and Depth of Field

This week we learned how to implement Motion Blur and Depth of Field to a model in depth.

The morning session Richard let us work on our Blogs and go through tutorials if needed. After catching up with my Weekly Blog, I strated thinking on how to move on with starting my Final Projects, started seeing the criteras for our assignments and made a note on them.

First we bring the model to Maya and the model has an animation where it is electrocuted. After that Richard started teaching on how to use File Path Editor to place textures.Advantage of using this is it saves time when we have a lot of textures to place.

Set the directory where the texture folder is stored once done click set,

If the process is done correctly, the model will be textured and all path will be in green colour.

In order to undestand the textures that are applied to the model we can see them in node system which is same as in Nuke.

This is how the textures applied are seen in node system.
Now we add Ambient Occlusion so that we can give the texutres soft shadows to make them realistic, by using MultiplyDivide node - This utilitly multiplies or divides input attributes. We use the ouput of 2 channels, Albedo and AO as the 2 inputs to MultiplyDivide node then the output is given as Base Colour in MainNode.

Now we apply MotionBlur to the model by creating a custom AOV, then I dragged the aiMotionVector from create menu in Hypershade to the new custom aov. I enabled the Encode Raw Vector node so it will take uncompressed raw data, now the model has motion blur as it takes time to render in maya we disabled InstantaneousShutter. This can be imported and motion blur can be added in Nuke by using VectorBlur node.


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