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Making of 'Rising'

By Mahmoud Keshta
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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, mental ray

Lighting

I used 3 area lights, one of which was a spherical lamp and the others were rectangular. You can see more in Fig.07. Note that the intensity of light is dependent on the values of the exposure controller. I used mr photographic controller which is really very good and suitable for Mental Ray scenes.

365_tid_Fig.06.jpg
Fig. 07

Rendering

Mental Ray is a very good engine for rendering; I used simple render settings with final gather and GI for this particular work (Fig.08).

365_tid_Fig.07.jpg
Fig. 08

Compositing

After rendering the final image I extracted the passes (Z-depth and Ambient Occlusion). You can extract the Z-depth with render elements in the render options; you just add it and then change the min and max values to achieve a suitable pass.

Mental Ray contains a specific shader for generating an Ambient Occlusion pass; you should assign it to the surface map of a new Mental Ray material and then assign this material to all objects in the scene.

After extracting the passes I took them into Photoshop to composite them (Fig.09 - 11).

365_tid_Fig.08.jpg
Fig. 09

365_tid_Fig.09.jpg
Fig. 10

365_tid_Fig.10.jpg
Fig. 11

You can assign Ambient Occlusion by putting it in a new layer above the original image layer and then change the blending mode to multiply.

You can assign Z-depth to a new channel in Photoshop and apply a lens blur filter and play with the values. Finally, you can add some colour correction and adjust the Levels and add some effects (such as a glow) if you want to.

Definitions


And here are the final images (Fig.12 - 13). I hope this article has been helpful, thanks for reading.

365_tid_Fig.11.jpg
Fig. 12


365_tid_Fig.12.jpg
Fig. 13



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