- Thu Nov 16, 2006 8:35 pm
#195750
Anyone care sharing the workflow you follow when rendering formz jobs?
I'll start with my own experience, not really knowing if what I am doing is the most efficient way to do things.
1. model in FZ (obviously) by using generic colors for all objects
2. do some test renders in renderzone
3. create materials in mxed if necessary (that is, if they aren't in my library yet, or available in the mxm gallery)
4. join all objects that will receive the same texture, and put them on a dedicated layer.
5. apply mxm to the joined groups
6. create objects as emitters when necessary and apply emitter attributes
7. click render in the MW dialog box
- that's right, I do not change any of the settings in the MW dialog, I change everything in studio.
8. normally, a render starts in CL, but many things are still wrong, so I quit this app.
9. in Studio, I adjust sunlight, strength of emitters, add hdri, adjust projectors, set image size, aperture, focus, and finetune the materials after some test renders inside Studio.
10. do a test render on smaller scale in CL.
11. render at full size in CL.
12. save the mxi, and a few versions of the image, with different exposure settings (play with iso or shutterspeed, gamma and burn) but this is not always necessary
13. do some finetuning in photoshop, and add persons, trees if necessary
14. I have the idea I forgot something.
is anyone working with bitmapped trees in formz (where the branches are geometry but the leaves are bitmaps with alpha channel)?
how is the workflow then?
thanks
wim
I'll start with my own experience, not really knowing if what I am doing is the most efficient way to do things.
1. model in FZ (obviously) by using generic colors for all objects
2. do some test renders in renderzone
3. create materials in mxed if necessary (that is, if they aren't in my library yet, or available in the mxm gallery)
4. join all objects that will receive the same texture, and put them on a dedicated layer.
5. apply mxm to the joined groups
6. create objects as emitters when necessary and apply emitter attributes
7. click render in the MW dialog box
- that's right, I do not change any of the settings in the MW dialog, I change everything in studio.
8. normally, a render starts in CL, but many things are still wrong, so I quit this app.
9. in Studio, I adjust sunlight, strength of emitters, add hdri, adjust projectors, set image size, aperture, focus, and finetune the materials after some test renders inside Studio.
10. do a test render on smaller scale in CL.
11. render at full size in CL.
12. save the mxi, and a few versions of the image, with different exposure settings (play with iso or shutterspeed, gamma and burn) but this is not always necessary
13. do some finetuning in photoshop, and add persons, trees if necessary
14. I have the idea I forgot something.
is anyone working with bitmapped trees in formz (where the branches are geometry but the leaves are bitmaps with alpha channel)?
how is the workflow then?
thanks
wim