Creating HDRI Environments for 3D Lighting in Photoshop and Maya
Course overview
In this series of tutorials we will learn how to create HDRI environments for 3D lighting and use them in Maya and V-Ray to light a 3D asset.
Throughout the training we will cover the whole lighting process and creating a complete shot from scratch. We will start shooting HDRI on set and we will finish the final shot in NUKE, integrating a 3D asset in a real environment.
By the end of this tutorial you will be able to shot your own HDRI panoramas and create 3D light rigs to light your own projects.
Topics covered
- Introduction to HDRI.
- What HDRI is?
- When and why should we use them in CG?
- How HDRI works?
- Equipment used to shot HDRI images.
- What do we need to shot HDRI?
- Affordable options vs professional options.
- Extra accessories.
- Accessories required to gather information in the set.
- Shooting HDRI images to be used as main lighting/reflection sources in a 3D package.
- Planning the shot.
- Tools which can help us to control the natural light.
- Writing a shooting diagram.
- Camera settings.
- Shooting bracketing sequences.
- Shooting color and lighting references.
- Check the images before leaving the set.
- Shooting the plate to integrate our 3D assets and gather color and lighting references.
- Planning the shot.
- Place tracking markers if needed.
- Shooting.
- Shooting color and lighting references.
- Check images before leaving the set.
- Processing all the information gathered in the set.
- Organize all the material using Adobe Bridge.
- Create a backup for the original material.
- Create the HDRI panorama in ptgui to be used in the 3D package.
- Use PtGui to stitch all the bracketed images to create a high resolution panorama.
- Tone mapping?
- Organize all the material created in this process.
- Create a lightrig based on the HDRI in Maya and Vray using the color chart and chrome/diffuse spheres.
- Setting VRay preferences.
- Setting a linear workflow.
- Import the HDRI created in the shot.
- Divide the HDRI in different layers. (Lighting, reflection, background).
- Create diffuse and chrome balls and color chart to match the real ones shooted.
- Compensate the lighting difference using Maya, Nuke and some maths.
- Asset lookdev.
- Import the asset.
- Create a complex shading setup for the character.
- Import footage and 3D camera.
- Create a Maya scene with the plate shooted.
- Import a 3D camera generated in Nuke using camera tracking methods.
- Place the HDRI in the right position according with the plate.
- Add additional lights if needed.
- Make artistic decisions and evaluate if additional lights are required to complete the lookof the shot.
- Create render passes and establish render settings.
- Setting the outputs needed for the shot.
- Setting up the final production render qualities.
- Rendering out.
- Slap comp in Nuke.
- Create a basic Nuke template to test the render outputs.
- Evaluate different kind of compositions.
- Color grading
- Use Nuke to color correct the Vray renders.
- Apply a global color grading to complete the final look of the shot.
- Adding atmosphere.
- Add additional elements like smoke, fog, etc.
- Add camera film attributes like noise, grain and shakes.
- Final touches.
- Rendering the comp and generating the final video output.
Software used
Maya
Vray
Ptgui
Photoshop
Mari (maybe)
Nuke
Photoshop
Quicktime