Introduction to Maya - Rendering in Arnold
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
# 1 15-08-2003 , 02:19 AM
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Imaginary architectural space [UPDATED]

I like this kind of spaces and materialsuser added image
Can't do anything 'bout it...:p


The red haired broom was causing me some trouble as I couldn;t make the hair point to the floor...

Luckily - brooms are sometimes kept inverteduser added image

https://users.actcom.co.il/sysoft/gallery/interior.jpg


Nir

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Nir Sullam
Architectural Visualizations Page: www.orvatsel.com/index2.html
Maya Page: www.orvatsel.com/maya
www.nirsullam.com

Last edited by nirsul; 16-08-2003 at 11:40 PM.
# 2 17-08-2003 , 11:49 AM
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Nice!!! No crits here.


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# 3 17-08-2003 , 12:22 PM
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Looks out of scale. I think the image should be shorter or wider.

# 4 17-08-2003 , 04:09 PM
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Yes Yes, Good point. I missed it.


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# 5 17-08-2003 , 05:19 PM
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thanks for the crits but actually this is some kind of a high corridor - therefore the relation between height and width are kind of "out of scale"

Nir


Nir Sullam
Architectural Visualizations Page: www.orvatsel.com/index2.html
Maya Page: www.orvatsel.com/maya
www.nirsullam.com
# 6 17-08-2003 , 05:45 PM
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looks really good...it does seem a bit out of scale though....maybe try making the ladder a bit wider


- TwEeK
# 7 18-08-2003 , 04:55 PM
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Just a suggestion, but maybe it would be a better if you not replace the old image, but post a new one, otherwise the forum gets all out of sync.

# 8 18-08-2003 , 05:39 PM
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i dunno nice shadows being cast but the scene still looks "3D" and not realistic. Maybe some softer lighting in areas?. What is this mysterious source of generic light coming from? and why would it cast such hard shadows? Most indoors areas are usually lit by some form of diffused light i.e. flourcesent lights, covered light fixtures etc. If the light soucre is supposed to be another one of those hanging red lamps, unless its WAAAAAY up on the ceiling, it wouldn't cast light like that or that brightly unless you're using a 150 watt bulb. Also the hanging red lamp should be casting light as well i see no light on the shiny floor so it looks simply like a glowy lamp.

the flat grey wall texture could use more life to it give it a few nicks, stains, or scuff marks etc here n there make it look like a REAL wall.

overall the scene looks well laid out with a few nice extra lil touches but it could use more extra lil touches... its the IMPERFECTIONS that make a scene look realistic. Nice breick texture, nice painted cynder block texture as well. the floor looks nice but too nice user added image



Last edited by 3dgurl; 18-08-2003 at 05:42 PM.
# 9 20-08-2003 , 01:03 AM
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How do you know all this stuff gurl??? user added imageuser added imageuser added imageuser added image


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# 10 20-08-2003 , 02:53 AM
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funny thing is i know about lighting in real life and such but im bad when it comes to understanding the technical aspects of making good lighting in maya i can picture how a well lit scene will look and where i'd place the light, it's just that i'm still a novice at actually making it work ^_^

oh and i um wnet to school for this crap cept the bastards weren't to clear on the lighting ad making it work right in maya.


# 11 21-08-2003 , 01:27 AM
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Great work nirsul.

# 12 21-08-2003 , 05:46 AM
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tahnks

herer;s another one

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Nir Sullam
Architectural Visualizations Page: www.orvatsel.com/index2.html
Maya Page: www.orvatsel.com/maya
www.nirsullam.com
# 13 21-08-2003 , 05:14 PM
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ok now it makes more sense ^_^, the shadows are much nicer, light source makes sense, good job. the looks as if your displacement map might be off?


# 14 21-08-2003 , 05:54 PM
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huh? kinda max payne

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