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in this video series we're going to take
a quick look at building a 3D scene with
a new vray plugin for nuke what's
exciting about this new plugin is that
you can now have real Reflections
refractions subsurface scattering and
image-based HDR lighting directly within
nuke we'll compare nuke's scan line
renderer to the v-ray renderer we'll
load in Geometry with the v-ray proxy
node which allows us to load more
geometry but still have an interactive
guey we'll explore some materials and
some fantastic lights light the vray
light Dome and we'll add some v-ray
render elements like a multimat a zdepth
diffuse specular Etc and then we'll
render this out to an exr node and check
out our render layers so for now I'll
pull in a
checkerboard set it to square add a
card and set up a few values for our
scene and then I'll grab some
geometry which happens to be a opj file
set the checkerboard to that as well and
group those into a
scene for keeping our scene
organized and then I will add a scan
line render with default
values uh just note that the filter is
cubic there and a default
camera which again I'll adjust for our
scene
size and where we'd like to have
it if we add a vray
renderer and use everything the
same including the geometry without
changing anything else and just we're
going to set the filter type back to
cubic so that will match our
scan line render cubic and we'll take a
look at that and we'll see that we
actually get a
better render so again this is default
scan line and this is array renderer so
we'll just take a look at the whole
scene it's the same
output now we'll add a few more
complexities to that simple
scene we first duplicate this scene so
we can have a
full vray only
scene and then a full scan line r so
we'll still compare those two this is
still getting the same results now we're
going to add a vray
material we'll have this be a
checkerboard for now and we'll
apply that material and now take a look
at the vray render now we've noticed
this is called gone black but it should
be the vray material with the
checkerboard what is missing and what
these scenes do by default is add a
v-ray light for the v-ray renderer scene
and a normally it's a ambient light for
the scan liner so we'll do that V light
ambient and then we'll add that into a
new scene we'll call lights and we'll
add that into our Master scene and now
we get the same results
now we'll take a look at some lighting
techniques that can be used inside your
renders in Nuke the first is Amion
inclusion and to do that we'll
disconnect the checker board from our
materials and we'll get shading going by
adding a vray light
Dome and substituting our connection to
the Vay light ambient with the Vay light
dome by default this is the upper
hemosphere of a sphere and that is
visible in the background of the render
if we wanted to only have it visible to
the diffuse specular and Reflections we
could check the invisible box and the
light Dome will not appear in the
background if we'd like to see that Dome
wrap all the way around we can check the
Dome spherical box and instead of being
the upper hemisphere it'll be the entire
sphere we do this now so that we can add
a HDR texture we'll do that so that we
can get lighting where we have the sky
is fully blue and we have a sun we'll
stop down so we can see see that then
what we'll do is we'll plug that into
the texture input of the vray light Dome
and we'll see that we have the
sun shadowing the ground and then we
also have the HDR visible in the
background we can also just show that we
can turn that right back off in case we
had a already had a plate that we wanted
to put back there so now we wanted to
show one other thing which is taking
this object and now making it reflective
so we can change that in the vray
material and change it to be a
reflection color of
one and now we see the HDR reflected in
the sphere and we also see our ground
geometry reflected in the
sphere now I'd like to create uh a
little bit different look on here by
changing what the material assignments
are for the sphere so to do that we'll
load in a vray sphere into the vray
proxy node uh and this will load in VR
meshes or uh olymic files and give us a
lower res display now we can assign this
sphere reflection material to the
geometry once that's applied we can then
now change what we're applying it to
with this filter we'll filter by name
and we'll choose the sphere and now our
render is only reflective on the sphere
itself not the little knobs that are
sticking out now we want to to change
the base material so what I'll do is
I'll bring in a another vray material
and I'll change the first one that we
had to be a reflective name and then
this is a vray material red and we'll
apply that to the frames by changing
this and now we'll change that diffuse
color to be only red and we'll want to
have these little knobs also have a
material ID so we'll add a vray
MTL wrapper and then assign that a mat
multiat ID of one now what we can do is
add a vray render Elements which will
provide a separate channel in the nuke
image and viewer and we'll create a vray
render elements scene for that and we'll
change the v-ray render element to be uh
multim and we'll insert that again into
our Master scene and now when we come
down and look at our scan line render we
should see a multiat layer in our
channels and when we turn that over we
shall
see use material IDs and the red object
to be one and now we have that so if we
wanted to assign the sphere material to
be that we'll then create a v DL wrapper
change the material wrapper again to be
a material ID of two and we'll come down
here and say in our multimat we want
this the blue channel to be object id2
so now we have a red and a blue mat for
those two material
assignments now we'll add a vray light
rect to our scene and that will give us
a very controllable light and we'll
scale that up and then in our nuke scene
we can interactively
place uh the angle and and distance and
that gives us shadows and the reflection
of the light which if we don't want to
see that we can uncheck effect
Reflections and then if we'd like to see
more of a studio environment we'll just
disconnect the
HDR and the HDR will uh make invisible
as well and then maybe we just want to
see the light wck we'll disconnect the
light Dome and we can see our effect of
just our light wck now that we've gone
over the basics of setting up a v-ray
for nuke scene We'll add a few more
v-ray render elements connect back up
our vray light Dome and create a right
node to export our rendered scene so for
this one I'll create a zdepth connect
that into our render elements uh now a
common setting uh that most Studios use
is to set D depth white to one and depth
clamp to be off what this does is
provides a true depth from
camera uh image so if we switch over to
our zdepth Channel you'll see in the uh
readout in the window window that our
values range from the lower corner that
was closest of about 4,000 units uh to
the farthest away is about 8,000 units
and then our sphere is about
2600 units so then we'll also create a
few other render elements so these are
common render elements that are output
by
lighters and then just to show that we
can rename this multimat uh if you go
into the channel name and we'll change
this to spear
matat and then we can switch back over
here and see that we do in fact to get
the sphere matat naming then we'll add a
right node set that to the
exr
all and click
render read that back in and now we can
see
our rendered
element has all our layers that we need
reflection
specular
diffuse
zth and our sphere
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