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 19-04-2005 , 08:06 AM
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Concrete Wall

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Hi!
After sitting in front of an concrete wall every day, I thought I should bring my observasion into maya user added image
Just kidding... some institutes here at the local university are just a concrete box... that's where I got the idea to create this image. I took some reference photos and created this in maya with an lightning pass, an occlusion pass, an edge pass and 2 texture passes and some grunge passes to mix it all together into one image.
For lightning a used a 10 degree spot with cie setup and quadratic falloff and raytraced area shadows. Rendering time for all passes together lower than 10 minutes with final gathering in lightning pass.
-Klaus

ps.: here's an higher res


Klaus Stangl
inferno*&Maya
www.worldofmaya.com
# 2 19-04-2005 , 08:43 AM
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Nice work. For the newer users, can you post the wire. I suspect it's very simple and I think it would help clarify the power of textures.

Speaking textures, nice use of them, took me a minute to spot a pattern. That's a good thing, means it didn't stand out.

Out of curiosity. Given the simplicity of the scene, what were the benefits of using multiple passes?

[Edit] BTW if you haven't checked Klaus' website you should, some really nice work on there.



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"If you love your job, you'll never work another day in your life."

Last edited by mhcannon; 20-04-2005 at 07:55 AM.
# 3 19-04-2005 , 09:21 AM
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I'd like to toss in my view about why use the difrent passes on a render even so seamingly simple. Time.. even if it takes the same amount of time to render each pas as say doing it all at once. You will save time in the end and have far more controle. Becouse with photoshop or other post app, you can controle in real time how each aspect of the image interacts.. To much light ? just tern down the layer thats on.. you don't have to render again.. and take a guess at the value to put the lights at.. you don't have to do a render and realise its to dark, its under satruated, its to soft from the occlution or not enough. and so on.. you just mix thoughs in post. So you don't have to tweek a little and then hit the render and hope like hell it comes out alright.. You have extream controle like that also.


Think I got a little repetive there ?

# 4 20-04-2005 , 06:02 AM
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Hi!
You're right about passes/layer... it doesn't make much sense for example to calculate all the texture because you just changed the lighning. And tuning in an compositing app or photoshop makes much more fun user added image
I'll make a wireframe as soon as I'm back at my workstation... Basically the scene consist of just some basic bevel boxes (polys). The edge pass helps to break lines. And of course it renders extremly fast.
Before I began to extensivly use compositing I did most of my work directly in Maya (if it's CG). Now I use Maya as some kind of better "sketch tool".
-Klaus


Klaus Stangl
inferno*&Maya
www.worldofmaya.com

Last edited by worldofmaya; 20-04-2005 at 07:14 AM.
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