Puppet & DeeX Shaders – How do I use it for my rendering pipeline?

I am trying to figure out a rendering pipeline that would be robust enough to handle jobs with refractions and transparencies etc etc and what cannot be achieved with them and what should be avoided.

We are using Maya2010 with Pavel Shaders followed by DeeX shaders. I usually use mostly Mia_X_passes shaders exclusively and then comp in Nuke. I want to use EXR for these layers if possible.

I’ve run many tests and combinations but always seem to be having problems. Like i still can’t get a shadow pass going with the DeeXshaders. I am trying to get these layers generally –

Diffuse Result
Shadow Result
Specular Result
Reflection Result
Refraction Result
Ambient Occlusion Result
2D Motion Vector Result
Indirect Result
Depth of Field Pass

I assume the above is all I need to re-create a beauty pass and have control of the shot right? I am embarrassed to say that I still can’t get these things figured out and I really don’t know what I am doing anymore so please do be specific.

Things such as the Depth of field pass. I seem to be able to get it using the standard render layer passes that comes with Maya2010 but I want to streamline everything and not be so lost. In the render settings does "ticking" the z-depth matter if we are rendering a zdepth in the Deex buffer writer? Which passes must be 32bit and which must be 16bit?

Do you guys use the DeeX shader with p_open_exr or just EXR(mi). Why is it that in nuke I usually don’t get all the layers, sometimes their just blank. What do you do to get the above layers?

Thanks guys. Your lost render passes dude.
And I am aware that Maya2011 is supposed to solve the Shadow pass issue but I dont think we are upgrading anytime soon =(

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