Hi everyone,
I have seen quite a lot of confusion surrounding Linear Workflow and 3ds Max. This is understandable, as there are many guides online, some with conflicting information. Another confusing stage is how to composite these renders correctly.
This is why I have written this guide. I hope it will explain everything you need to know to work in a full Linear Workflow. I show you the whole process, from 3ds Max to rendering out from your compositing app.
This is a 17 Page PDF in a RAR Archive. The download is just under 5mb.
Glossary:
- Part 1: Setting up 3ds Max
- Part 2: Setting up your Render Engine
- Scanline and MentalRay
- Vray
- finalRender
- Part 3: File Formats
- Part 4: Compositing with a Linear Workflow
- Adobe After Effects
- Autodesk Composite
- The Foundry's Nuke
- Part 5: Final Thoughts and Comments
The first 2 parts are mainly applicable to 3ds Max, but Part 3 and 4 does apply to any other 3d application
Get "Linear Workflow: The Whole Shebang" here:
http://www.inthefleshart.com/resources/LinearWorkflow-TheWholeShebang.rar
Hope you find it useful,
Daniel.
Replies
i'm a bit disappointed that there are no other people commenting on this, as it was pretty well done.
(u did choose the wrong forum, though, game artists dont often use gamma correction, but i'm offline rendering quite a lot at work)
This is really great, very useful information!!!!
Yeah I have posted this elsewhere (3d buzz, cgsociety, ect.)
I know linear workflow isn't a big deal for game artists, but I only work with offline rendering. I have utilized quite a bit of information from here before, so just wanted to give something back.
Just glad someone has found it useful
This definitely helps. Thanks again.
yup! people need to replace the word 'linear' with 'correct' in their heads.
Thanks a lot for the resource @coldside!
Just thought I would point out that my tutorial has been posted by 3dTotal
http://www.3dtotal.com/index_tutorial_detailed.php?id=1552#.UKYHLod9Dz5
Thanks for the feedback!
Cheers,
Daniel