Importing the CAD Data

  • 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

Lighting

The scene is simply lit using a studio HDRI connected to the color of a skydome_light

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.

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.

Background

Next, we need to change the background environment color to white. 

Environment -> Background -> ray_switch.camera: white

Realistic Shading

cell_noise → bump3d → standard_surface

Camera Lens Adapter Ring

ramp_rgb → uv_projection → standard_surface

Glass Lens

Stylized Shading

wireframe → opacity of standard_surface

Toon shader

utility → edge_color of toon


Facing Ratio shader

facing_ratio -> color_correct -> standard_surface

Clip Geo shader

AOVs

Arbitrary Output Variables (AOVs) Manager. Create diffuse, specular, specular_indirect, transmission, and background AOVs.

 

Compositing in Photoshop

Final Render Settings