Colorbleeding (also used to calculate ambient occlusion)
Environment color: black
ONLY emit diffuse
Bake Shadowing: RenderRadiosity (check settings two posts down)
Environment Sampling Mode: Sampled
Max Variation: 0.5 (IMPORTANT! This will take out all the ugly square artefacts in ambient occlusion pass)
Max Distance: 50 - 100 (depends on how your ambient occlusion looks)
Falloff Mode: maxdist-based
Environment image: hdr_mountains1.exr (found in light-vdev_rig>light-vdev_rig.proj>sourceimages)
ONLY emit specular
everything else the same EXCEPT...
Max Dist: measure from Gus to environment light
Max Variation can also be taken up to 2.0
Here is a link to the Pixar website that has the fog.slo file and general instructions on how to use it. For our project, just grab the fog.slo file and place it in the top level of the shot directory you're working in.
1.) Whatever objects you want to fade into the background, you have to import the material into the Maya scene and attach it from the Hypershade.
2.) Select the shading engine of the material and add the "Atmospheric" attribute from the extra renderman attributes pulldown.
3.) Attach the fog.slo to the Atmospheric attribute.
4.) From there, you can select the Atmospheric node in the hypershade and adjust the color the object fades into and the distance from the camera that you want the fading to start.
ex) a yellow key light for gus would be: gus_yellow_KEY
ex a blue fill for the background would be: bg_blue_FILL
ex) a light for specular: snowSpec_KEY
ex) for environment lights: colorbleeding_LIGHT occlusion_LIGHT
ex) cameras for specific passes: colorbleeding_CAM, SS_CAM, occlusion_CAM
I've found that identifying the type of object at the end in all caps makes finding and organizing things in the outliner much easier and faster. Let me know if you have any concerns.
Here are the settings to use for final renders. DO NOT use these for testing lights. It's best if you half the resolution and take down shading rate to speed up lighting process until rendering final images.
In Render Settings:
File name prefix: <RenderLayer>/<Scene>_<RenderLayer> (right-click)
The light rig for opening shots are already exported into the address: assets/lights/09.0_lights/09.0_lights.proj
There are two files, one for the environment, one for Gus. which are: shot09_EnvLightRig.ma shot09_GusLightRig.ma
So to use the Light Rig, just import those two files into your lighting shot.
and here is the light link information:
shot09_EnvLightRig.ma: 1.RenderManEnvLight1 linked to all the objects used for emit Diffuse 2.RenderManEnvLight2linked to all the objects used for emit Spec 3.skyLight linked only to the sky plane used for light up the sky image plane 4.groudKeyBlueLight/groudKeyYellowLightlinked to the cliff used for light up the snow cliff, both only emit diffuse, and only yellow one have shadow 5.groundKeySpecLight linked to the cliff used for light up the spec component of the snow, only emit spec 6.groundAdditionalKeyLightlinked to the cliff used for add additional brightness to foreground in order to create sense to depth and layer for shot09(you may not need this light in your shot, if not, just hide it)
shot09_GusLightRig.ma: 1.gusKeyLight linked to gus/sled 2.gusKeySpecLightlinked to gus/sled give the charactor a soft spec highlight instead of a round spec highlight (thats why i used area light instead of spot light) 3.gusFillLight linked to gus/sled used for light up the sky image plane 4.gusBackLightlinked to gus/sled you may need to move this light for your own shot 5.gusBackSpec linked to gus/sled give Gus a soft spec highlight on the back side of the helmet. you may not need this light in your shot. 6.gusBouncelinked to gus/sled but UNLINKED from the eyes
I putted the rigs into shot03 for a test, and here is the rendered image:
this is a rendered frame form shot9, which can be taken as the color reference.
You can see, it doesn't really match the shot but it still gives you a OK start for lighting.
Hope this helps! and just ask me if you have any question about the rig : )