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  • Nuke Multichannel

    I'm trying to recreate the rgb render from maya vray using Nuke Multichannel comp. I am using the formula.

    GI + Light + refract + reflect + self Illum + specular.

    I have a tutorial with example where this worked however in my case its not producing a 100% replica of my specific vray RGB render so maybe there is some setting that im missing in my render? or some pass that I'm missing to do this correctly? anyone direct me how to do this better?

    here is the nuke graph I can provide the exr for anyone who wants to try. I would say the main difference is the multichannel composite the reflections look brighter and the overall saturation is more.

    set cut_paste_input [stack 0]
    version 6.2 v1
    BackdropNode {
    inputs 0
    name BackdropNode2
    tile_color 0x4888ff
    label "Merge rest of passes: \nLight + Refraction + Reflection + Caustics + Self Ilumination + Specular + Atmosphere"
    selected true
    xpos -1353
    ypos 595
    bdwidth 862
    bdheight 316
    }
    BackdropNode {
    inputs 0
    name BackdropNode11
    tile_color 0x9b3400ff
    label passes
    selected true
    xpos -1360
    ypos 415
    bdwidth 877
    bdheight 172
    }
    Read {
    inputs 0
    file Y:/_PROJECTS/2010/0091_maytag_alpha/06_3D/Maya/images/tmp/AlphaFilePasses/Hero_Cam/masterLayer/masterLayer.exr
    format "1358 1000 0 0 1358 1000 1 "
    origset true
    version 1
    colorspace linear
    name Read1
    selected true
    xpos -1001
    ypos 212
    }
    set N1e765e20 [stack 0]
    push $N1e765e20
    Dot {
    name Dot7
    selected true
    xpos -967
    ypos 320
    }
    set N1e766380 [stack 0]
    add_layer {specular specular.red specular.green specular.blue}
    Shuffle {
    in specular
    in2 alpha
    out2 alpha
    name Shuffle19
    label Specular
    selected true
    xpos -593
    ypos 504
    }
    push $N1e766380
    add_layer {selfIllum selfIllum.red selfIllum.green selfIllum.blue}
    Shuffle {
    in selfIllum
    name Shuffle20
    label "Self Ilumination"
    selected true
    xpos -715
    ypos 507
    }
    push $N1e766380
    add_layer {reflect reflect.red reflect.green reflect.blue}
    Shuffle {
    in reflect
    in2 alpha
    out2 alpha
    name Shuffle22
    label Reflection
    selected true
    xpos -865
    ypos 503
    }
    push $N1e766380
    add_layer {refract refract.red refract.green refract.blue}
    Shuffle {
    in refract
    in2 alpha
    out2 alpha
    name Shuffle24
    label Refraction
    selected true
    xpos -988
    ypos 504
    }
    push $N1e766380
    add_layer {lighting lighting.red lighting.green lighting.blue}
    Shuffle {
    in lighting
    in2 alpha
    out2 alpha
    name Shuffle26
    label Light
    selected true
    xpos -1111
    ypos 504
    }
    push $N1e766380
    add_layer {GI GI.red GI.green GI.blue}
    Shuffle {
    in GI
    in2 alpha
    out2 alpha
    name Shuffle28
    label GI
    selected true
    xpos -1287
    ypos 505
    }
    Merge2 {
    inputs 2
    operation plus
    name Merge6
    label "GI + Light"
    selected true
    xpos -1134
    ypos 685
    }
    Merge2 {
    inputs 2
    operation plus
    name Merge8
    label "+ Refraction"
    selected true
    xpos -975
    ypos 710
    }
    Merge2 {
    inputs 2
    operation plus
    name Merge9
    label "+ Reflection"
    selected true
    xpos -852
    ypos 749
    }
    Merge2 {
    inputs 2
    operation plus
    name Merge11
    label "+ Self Ilumination"
    selected true
    xpos -723
    ypos 799
    }
    Merge2 {
    inputs 2
    operation plus
    name Merge12
    label "+ Specular"
    selected true
    xpos -608
    ypos 845
    }
    push $N1e765e20
    Viewer {
    inputs 3
    input_number 1
    input_process false
    name Viewer1
    selected true
    xpos -349
    ypos 555
    }
    Attached Files

  • #2
    also tried this method with raw elements. but its still not producing an identical result as the rgb render.
    http://vray.info/tutorials/basiccomping/

    Comment


    • #3
      Ill try to break it down a bit.

      here is GI compared to RawGI * Diffuse

      Im told GI = Raw GI * Diffuse. should be identical but they are not. notice GI is darker than the two 2 combined passes.

      not that comparing these passes gets me anywhere. I'm still ultimately trying to match the rgb render exactly if i can. but if figure you got to build this brick by brick.
      Attached Files

      Comment


      • #4
        can anyone tell me if this is in all cases possible to reconstruct a vray render in nuke using the passes? perhaps what I'm trying to do might not work in all cases. I have seen some vray renders reconstructed to give an identical result. but perhaps the specifics of my GI and lighting/material setups prevent re-constructing an exact match?

        Comment


        • #5
          here is the multichannel file. can anyone tell me if the passes rendered properly and if I can composite this in a node based compositor, nuke fusion etc. using the render elements to recombine to achieve and exact rgb render?

          http://www.paraportable.net/files/masterLayerFIX.zip

          Comment


          • #6
            I posted before about this and never heard back.

            http://www.chaosgroup.com/forums/vbu...r-Element-Math

            RAW GI * Diffuse should be the same as GI but it isn't. Same goes for Raw Light * Diffuse, and Raw Reflection * Reflection filter. I hope there is a good explanation from Vlado. I woud love for that breakout to work correctly. It has been like this for a few years.

            Comment


            • #7
              I recently did a composite with raw elements and hadn't the feeling something would be wrong - but I will have a look tomorrow, if I see differences...

              Cheers!

              Dominik
              Dominik Markota | Head of CGI | Senior Shading & Lighting TD @ Serviceplan MAKE

              Comment


              • #8
                Everything works fine for me as well. If doesn't, then it usually means that some color correction is happening along the way that distorts the linear data - either in the renderer settings, or in the compositing application.

                Best regards,
                Vlado
                I only act like I know everything, Rogers.

                Comment


                • #9
                  Originally posted by bradon View Post
                  here is the multichannel file. can anyone tell me if the passes rendered properly and if I can composite this in a node based compositor, nuke fusion etc. using the render elements to recombine to achieve and exact rgb render?
                  Can you attach the Maya scene as well?

                  Best regards,
                  Vlado
                  I only act like I know everything, Rogers.

                  Comment


                  • #10
                    Yes I have uploaded to FTP site for you and email you the log in details. Many thanks Vlado.

                    Bradon

                    Comment

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