3ds Max Rendering Techniques with Tim Jones
June 5, 2009 by: Relaxtubes

In this lecture, Tim breaks down the process of rendering passes out of 3ds Max and demonstrates how to composite them together in Digital Fusion. Learn how to generate many different types of passes and how they are used in production. Identify and correct commonly occurring issues, from incorrect matte edges to bit depth and color correction. Acquire an understanding of what happens under the hood inside your 3D software and how to mimic that behavior while compositing to produce the highest quality renders. Tim demonstrates his techniques using Scanline, V-Ray and Brazil.
Tim Jones is a CG Supervisor specializing in environment modeling, lighting and compositing for a wide variety of projects ranging from game cinematics and ride films to television commercials and film. He received duel degrees in the fields of architecture and illustration from Lawrence Tech. After several years doing freelance and working for an architecture visualization firm he has made the switch to entertainment and is now working for Blur Studio. Tim’s work can be seen in game cinematics and commercials such as Warhammer 40K, Hellgate: London, Ghost Recon 3, X-Men Legends 2 and Call of Duty: Finest Hour.
Topics Covered:
Render Elements
Compositing Reflections
Lighting Passes
Pre-Multiplied Alphas
Bit Depth
Color Correction
Channel Lighting
Ambient Occlusion
V-ray Passes
ID Passes
Z-Depth
Chapters:
Scanline Elements and Reflections
Basic Lighting Passes
Pre-Multiplied Alphas
Bit Depth
Color Correction
Channel Lighting
Ambient Occlusion
Screen Blend Mode, Difference Merge
Shadow Pass Build Up
Auxiliary Channels
V-Ray Passes
Brazil Passes
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