Final version
01/ April/ 2020     Render camera setting and object matching up
Adjust the focal length of rendercamera in Maya.
03 - 04/ April/ 2020  Merging images of HDR and setting up the Render layers in Maya
Materials: Maya, PhotoShop and Nuke.
HDR sequence at various exposure
Merging to HDR Pro function in PhotoShop
File => Automate => Merge to HDR Pro
The HDR image for global illumination
Build up server rendering layers with special Arnold materials.
The default of render layer was turn-off, to go to windows => settings/preference => settings => rendering => Legacy Render Layer
Assign aiShadowMatte to Shadow layer and aiAmbientOcclusion to Occlusion layer.
compositing up the images in Nuke.
8/ April/ 2020  advanced setting about render layers
Materials: Maya, PhotoShop and Nuke.
First, updating the settings of render. Using EXR file format to get those AOVs with Alpha channels. Adding the diffuse, specular and Z channels over here which may help to control the compositing and reduce the render noise.
Then, the render layers are also needed to be updated.
Create more render layers. Now the file has the beauty, shadow, ojbect occlusion, ground occlusion, PreShadCam, and EnvironmentShad layers.
The goal of having the PreShadCam and EnvironmentShad layer is to project the shadow to the object when it is moving through the scene. First, createthe the PreShadCam layer with a camera at the same point of the key light (or sun ray), gound plate, and the object. Then we will get the render from this layer and import to Photoshop to make the gobos. ( The orders will be applied in Photoshop: "Color Ranger", " Smooth", "Feather".) Finally, a gobo mask will be produced from Photoshop and import the image to the camera in the EnvironmentShad layer. Assign the AiShadowMatte shader to the assets under this layer.
10/ April/ 2020  final compositing
Materials: Maya and Nuke.
The composited image and Nuke nodes.
13/ April/ 2020  final Feedback
Previous Work
The feedback from peers' critiques
1. The specularity on the grey ball maybe exposure. That needs further evaluations.
2. The projected shadow maps is couple units off on the grey ball. Can add a node ("Transform") in Nuke to adjust the map.
3. Consider the double shadow issue.
4. Adding a bump map to the ground. To make the shadow which are projected on ground to be more realistic.
5. The color of shadow probably needs a little blue.

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