Saturday, March 18, 2017

Intro to Arnold


Rending Basics 
These are the basics for rending you have either beauty or id, then the different cameras, you can also do snapshots, crop regains.  If you have the 3d manipulate on you can use the maya keys to navigate in the render itself. Bugging shading. 

The time it took, Resolution, and then the final numbers coralate to the numbers in the settings.

AA: 4, med/ 8, high/ 16, for super high but the higher the numbers the longer it will take.
If doing an animation check the Lock Sampling Pattern. 

These are how many times the rays can bounce ie. the diffuse can only bounce one time right now.
Glossy: Spectacular light sources and geo. 
Reflection: Reflection only geo. 
For glass you will have two objects for the back side and the front so in order to see it you will have to do 4 bounces. it will cost more time to render.  

Anything that has color you should do gamma correction upon entering the Rending space.

Bump Maps, Normal Maps, Transparency Maps, Secular Maps and displacement Maps should NOT be gamma corrected upon entering the rendering space. 


You need to change the bump map and normal map to a tx file format that will not mess to take out messing with the gamma


Light decays: Quadratic
If you have the exposure too low you will not be able to see inside the scene. This number also correspond with the intensity number.  


FILTERS!!!!


You can change the shape of the area light. Which it will change the scene. 

With the Photometric Lights it will be a balancing act and trading off the participles and the exposure when using an ISE 


When you change the mesh to mesh light in the translator the shape will them turn into a light. This means you can have any shape be a light which can be fairly cool. 

sky dome light You can use the background to create sky shader. 
Then you can also create physical sky shader. 

Turbidity is the smog of the sky. 
Ground Albedo is the lights that are bouncing off of the ground plane. 


Arnold Materials
When working with the Ai standard you can change the color of course then the weight is how much light the object absorbs. When the roughness is turned up it makes it more dull and lifeless. This follows the Orin Nayer Model. Back lighting when all the way up looks like a light is in the object. 


The roughness is the glossiness of spec highlights. If there is a roughness like scratches you would link it up here. 
Anisotropy is the direction of the roughness. This can become very helpful when working with metals.  
Fresnel makes where the refection is harder to see when you are close to it but more promanet.
Normal reflections will not reflect light.



When making a transparent Material always go into the shape editor and uncheck the Opaque box. Also turn the weight in the diffuse all the way down and then turn the weight in the Refraction all the way up. IOR: 1.5 Dispersion Abbe Number: 50.00 Increase the refraction ray depth. 

Working with aiHair Shader
when using the aiHair shader you had to have the Override Hair box checked.
Drop the speculator weight to 0.
Then with the aiHair you can controle the root and tip color. Then you can make a ramp. Set the interpolation to linear to blend them. 


Using aiSkin

Three different layers of scatter, shallow, mid and deep. 
If you have a higher Radius you will lose details.
You can add maps to each level of the scatter. want the tx files


Depth of field
aperture Blade is the shape that you want the blur to be. Why not trangels
The renders will take longer
ramps can also be used to make a cool artistic effect







































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