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Rendering an Interior Environment Using Maya, EXR and Compositing in Nuke

The goal of this project is to render a 2 shots short film showing the interior of a modern style house. Here you can see a post‑produced version of the short film:

The solution I'm developing consists of:

  1. Modeling the interior, including furniture
  2. Rigging and animating the cameras
  3. Lighting and texturing
  4. Simulating groom and particles, before
  5. Rendering and compositing.

I'm adding value to this project by showing a cinematic version of the apartment, using expensive furniture and interior decoration. I'm achieving all that by using pre‑production, including research and references gathering. If you want to find out more about pre‑production, click on the following links:

Level layout for video game
Level Layout for Video Game

Drawing a Level layout for a video game as part of the pre production process, using CAD floor plans and elevations and blocking out the level in 3D.

Character sheet for video game
Character Sheet for Video Game

Character sheet example from a video game project, including silhouettes, poses, expressions, clothes and gear, variations, turnaround and 3D block out.

The specific tasks for rendering these 2 shots consist of:

Pre-production

Storyboards and animatics:

Animatics Animatics
Render time environment animatics with final timing and camera animation.

And concept art for references on visual development and textures:

Concept art Concept art
Render time environment concept art showing look & feel for final composite.

I'm rendering the scenes using Mental Ray. That means:

  • I'm measuring my set in centimeters
  • Exporting color buffers in EXR format, to
  • Composite later in Nuke.
If you want to know more about rendering as workflow, click on these case study links:

Compositing
Compositing Short Film

Compositing short film using Nuke by rendering EXR and grouping background, character, volumetric lights, simulations and optical effects.

Texturing character
Texturing Character

Texturing a character for render time by opening UVW in Maya, hand painting and extracting PBR textures in Substance Designer/Painter, rendering EXR.

Texturing buildings for real time environment
Texturing Buildings

Texturing buildings for real time environment, modeling and UVW in 3DS Max, hand painting textures, applying to materials.

Rendering prop asset
Rendering Prop

Rendering and Compositing a Prop Asset Skateboard Bag, Using Maya, ZBrush, Mental Ray, EXR, and Nuke.

Lighting

I'm lighting using a High Dynamic Range Image (HDRI) and adding 2 spotlights to get sharper shadows and more contrast:

Lighting with HDRI Lighting with HDRI
Lighting with HDRI

Note that I'm filling in dark areas with the smaller spotlight. This is what the lighted meshes look like without textures:

Lighting without textures Lighting without textures
Testing lighting without textures.

Texturing

I'm using the standard architecture materials from Mental Ray (MIA), and opening UVW only where I'm adding hand painted textures. There are a couple of other texture details worth to notice, like:

  • I'm using a displacement map on a cushion made in ZBrush
  • Book covers from real books
  • Subsurface scattering on the marble piece at the bottom of the big lamp, etc.

This is what the scene looks like before compositing:

Lighting and texturing before compositing Lighting and texturing before compositing
Texture and lighting before compositing.

Visual Effects

Here you can see the next step in the pipeline, namely visual effects (VFX): Groom on carpet, particles on air, volumetric lights, etc.

Visual effects Visual effects
Visual effects before and after compositing, using nParticles, XGen, volumetric lights, etc.

Compositing

After rendering all color buffers as EXR, I'm importing them into Nuke for compositing:

Compositing passes Compositing passes
Compositing passes.

If you want to take a closer look at compositing as workflow, click on this case study link:

Compositing
Compositing Short Film

Compositing short film using Nuke by rendering EXR and grouping background, character, volumetric lights, simulations and optical effects.

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