This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
Here is a quick tutorial. I'm writing it from memory so some things may be off a little bit.
NOTE: You can only use HDRI with mental ray!
For Maya 5.x:
1. Create a poly sphere and scale it to some big number (5000,5000,5000). It has to be big enough to include everything in your scene.
2. Check the normals in the sphere and make sure they face inward (if not reverse them)
3. Applay a new lambert shader to it.
4. Plug the HDRI texture into the ambient color (or incandescence).
5. Go to render globals and make sure mental ray is the active renderer
6. Go to mental ray tab and activate final gathering.
7. set the number of rays to something low (300) to start. Final gathering can take a while to calculate.
8. render the scene.
For Maya 6.x
1. Go to render globals
2. Under mental ray tab go to IBL (image based lighting) section and click create. Maya automatically creates a sphere for you.
3. Plug the HDRI image into the IBL node
4. Go to render globals and make sure mental ray is the active renderer
5. Go to mental ray tab and activate final gathering.
6. set the number of rays to something low (300) to start. Final gathering can take a while to calculate.
7. render the scene.
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