Mrgo Basic Fur Lookdevl Renderman AOV NukeGizmo Setup
- Jason Lee
- Jan 9, 2017
- 4 min read

-Introduction
The original purpose was designated Lookdevloment purpose of the value obtained from the Renderman AOV in lighitng Team. But just wanna place a link in writing team and want a bit more peutim compositing.
LDV BOX has been rendered image EXR connection used as DEEP channels.
The overall RenderMan AOV lighting modifications are available at LDV_BOX tab consists of the entire lighting value.
-Use Comparison Render images
Simply using the original image and LDVBOX Gizmo as shown above has been to adjust the brightness of the light.
Eyeballs and eyeball the amount has been adjusted HDRi overall value of the light coming from the top and around the head. Please adjust the amount of light you want to adjust right in Nuke.
By controlling the amount of light using a LDV Gizmo want fast, please make a great ape.
- MrGo & ZeroZ LDV BOX
Lighting & Render team Lighitng control box by RenderMan for AOV.
Maya scene can take control of the light path in the Value and Color Presets for lighting up state Mrgo & -ZeroZ.
* Points to keep in mind
Wet hair is not applicable.

A. told me useful when checking the wrong part of the testing suggests that light intensity.
B. Wright Lightbox channel now exists only 4 channels. (Later eight channels exist BOX upgraded to allow write a consideration.)
C. create an artificial failed a lot of testing. I think writing will get something more.
D. Be the first to mess with the Env Then Jephthah joteulgeot to the Light by racking procedure.
E. All Light Name as it had come, it is not possible. Literally light generation and also the relationship eopguyo order will enter in alphabetical order.
If Env_Light write the alphabet in the order ahead of E before the twist. Please keep this part just do really matters.
Do not Let the Light Hide Delete also does not use when rendering..

- You will get free full sense of the right angle and adjust the volume to stay alive.
Light control in --LDV_BOX value 1 will be the reference point is the reference point you set light intensity of the Maya.
EX) If the Key Light intensity is 100 Light 1 of LDV_BOX.
But even if you'll understand I = 1000 A value of 1 LB light.
When I gave the 100 in Maya raised the light Gain value from 1 to 2 in LB 200 a crown in Maya. (Some errors are going to go up, but approximations.)
If all markings and 1.2 MayaLight I = 120 will bring it !!
A.Diff_light
Diffuse the light of energy can be separated into light objects in Maya. Diffuse light can be adjusted for each value.
* Added check verification and LDV regulation
1. Make from Light control box with all Light_Diffuse Gain Value 0.
2. After all Light Value 0 can check the amount of energy coming from the Diffuse Env.
3. If the Env light this time because it depends on more than half of the figure check to please check the Value amount of energy.
4. If you do not check the Turn over after Env Value Added Value At the outset, please adjust the intensity.
5. If the Fur spec causing widespread because if you come up to the actual hair light intensity coming eaten more than Spec. This section please matchu the Value at Spec_light.
* Eye pupil Reality Check and adjust LDV
1. Increasing the Value of color result of too many pupils are in conformity with the feeling that the frame round the pupil voluminous look away away.
2. Please cares can do the Value up to volume with di LDV_box ID_box dark even fit enough to ballroom was alive.
3. The volume is lost beorimyeon eye looks like a piece of paper.
B.Spec_Light
Light Spec energy is released as light objects can in Maya. You can adjust the angle Light Spec value

C.Env_Diff_Light
Light of Light objects can be separated into EnvDiffuse energy in Maya. You can adjust each light EnvDiffuse value.

D.Env_Spec_Light
Light of Light objects can be separated into EnvSPEC energy in Maya. You can adjust each light ENvSPEC value.

E.indirect
- The light energy separated by a number of indirect light object in Maya. You can adjust each light indirect value.
In -v1.1 the Mask Value added in overall control of the indirect. Now you have the strength, ensuring that you will hoist an easier Indirect scoping the eye.

F. GOBO Light edit tab

-MrGo & ZeroZ ID BOX
Mrgo with the ID channel control box for ZeroZ.
Here you can control the details of more parts.
Eyes and mouth, face, hands, feet, chest, object ID control of the fur
* In ID-BOX is set to zero if the reference point may or may not have MRgo Fur channel control fur


Eye_and_Teeth_GRD
The eyes and mouth, part minute for the teeth.
B.Body_GRD
The grading of the whole body skin.
C.Fur_GRD
The new section will be added -Fur_Noise. Render Fur_noise channel version is now more difficult to adjust to the presence of only a single channel.
We will -Fur_noise parts are known to be upgraded.
The ID channel part of the hair. This part can be picked up something wrong with this channel for Mrgo Zeroz. This section should be more upgrades after confirmation checks.
-MrGo RGB BOX

auty compression to be able to just exist RG
B values.
Beauty and depending on the ID channel without using the LDV_Box is used when you want to compression.
MrGo PRmultiBOX
All LDV_BOX_set comp Alpha = is 1

Node setup
Multi character node with deep data

Single base node with deep data

Single base node with deep data


* The problem is carried out or come directly to the animation, please send us an email.
Leeminwon@gmai.com
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