It's also a good time to put this on a separate layer. Fill a lower layer with black and use the resulting image to produce a glow map, isolating the glow to those specific areas we want (Fig.23).
Back in Maya, use that glow map in the Special Effects channel of the material. Do a test render and see if it's too strong a glow, which it probably is (Fig.24).
If it is then you can modify the Alpha Gain attribute of the texture to a lower figure to find a glow that isn't quite so strong. This is one of the main points that makes Maya simple shaders so powerful; adding glows without post production is a quick and easy process (Fig.25).
Now our image is complete and it wasn't a particularly difficult process. It can be quick and easy to light and render a scene in Maya. We can render our final images using the render settings from the quick guide earlier. Select Production from the list, and make sure Final Gathering and Ambient Occlusion are selected. I've also gone into the Quality section and changed the Anti Aliasing setting from Gauss to Mitchell, as it produces a sharper image.
I hope you found this tutorial useful in quickly lighting a moonlit, foggy scene in Maya. Future chapters will go into more detail regarding topics such as light physics, linear workflow, daylight systems, importons, and irridiance particles.
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