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Render Everything Everywhere: Creating Flexible Rendering Pipelines

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Description

Visualizing a complex project requires creation of high-quality images for print, video, interactive, virtual reality (VR), and more. Print and video may require full-featured renderers such as Arnold or V-Ray, while interactive and VR demand real-time engines such as Unreal and Unity. These competing requirements often create conflicts, making it difficult to manage large projects. The solution is to create flexible rendering pipelines that can deliver many different outputs with a minimum of fuss. This course will explore ways to optimize your projects for easy rendering across multiple engines and formats. This includes setting up elements such as geometry, lighting, textures, and materials so they can be used throughout the project. The course will show how to move as seamlessly as possible between technologies—including 3ds Max software, Maya software, Arnold, V-Ray, Substance, Unreal, and Unity—in a production environment.

Key Learnings

  • Discover the advantages and drawbacks of each different rendering technology
  • Learn how to optimize scenes for both offline and game engine rendering
  • Learn how to develop lighting models that work across multiple engines
  • Learn how to create realistic materials that can be used everywhere

Speaker

  • George Maestri
    George Maestri is an animation industry professional with extensive experience as a writer, director, animator, and producer, working on a number of hit television shows, including South Park and Rocko’s Modern Life. As an entrepreneur, he built a successful studio that produced several hundred cartoons for broadcast, education, and film. George has written over a dozen books on computer graphics. As an educator, he has taught at several top animation schools, including California Institute of the Arts and Otis College of Art. He currently develops CAD and 3D content for LinkedIn Learning and Lynda.com
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