Importing the CAD Data
- Select the files and drag them from your file explorer onto the Maya viewport. Maya will then convert the CAD geometry for you. You should see the model appear in your Maya scene (see below).
- Ensure that you have the ATFPlugin.mll plugin loaded in the plug-in manager otherwise the camera geometry will not import.
- The model has originated from a CAD package that works the in Z-up axis, whereas Maya defaults to the Y-up axis. Go to Preferences -> Settings -> World Coordinate System and change it to Z.
The CAD files imported in Maya. World Coordinate System: Z
The scene is simply lit using a studio HDRI connected to the color of a skydome_light.
- Choose Arnold under the Create tab and click on Arnold Light. Click in the viewport to create the skydome_light.
- Rotate the skydome_light 90 degrees in X as the scene is set to Z-up.
- Reduce the camera visibility of the skydome_light to 0. We will add a separate white background later.
- Connect a file texture to the color attribute of the skydome_light and choose a suitable HDRI. An example of a studio HDRI that could be used with this scene can be downloaded here.
Choose a bitmap (HDRI) for the Texture of the skydome_light
To test the lighting, we can quickly assign a standard_surface shader to the camera.
- In the Hypershade window create and assign a standard_surface shader to the camera.
- Change its base_color to black.
Render Settings → Diagnostics → Feature Overrides
This temporarily replaces the shading applied to all objects with a variety of debugging shading modes. This is used for interactive rendering purposes only and won’t change anything in the Maya scene.
Debug shading: wireframe
A studio lighting scene can be downloaded here.
Next, we need to change the background environment color to white.
- Go to Render Settings→Environment→ Background and create a Ray Switch shader.
- Change the Camera Ray Type to white.
Environment -> Background -> ray_switch.camera: white
cell_noise → bump3d → standard_surface
Camera Lens Adapter Ring
ramp_rgb → uv_projection → standard_surface
wireframe → opacity of standard_surface
utility → edge_color of toon
Facing Ratio shader
facing_ratio -> color_correct -> standard_surface
Clip Geo shader
Arbitrary Output Variables (AOVs) Manager. Create diffuse, specular, specular_indirect, transmission, and background AOVs.
- Choose the file Type. The default EXR is normally recommended, however, for this example we will use Png as we will simply be rebuilding the RGBA beauty in Photoshop.
- Render out the AOVs to disk either from the Render View window or via Render -> Batch Render.
Compositing in Photoshop
Final Render Settings