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
thats a specular highlite,
in maya, you would plug a specular map [a grayscale image; 0-1, 0 black 1 white etc]
into the specular roll off attribute of a blinn shader for example. so when a light hit the correct spot, the areas above .5 will be shiny and cool and the dark areas will be neutral or little highlite
bahahah. thanx man, that was a quick 1hr spray job i did in PS, i did not use ZB. just a spray bush and gradually adjusting strength, and a lot of burning and dodging.
i carefully layed the UVs to allow me to do it quickly and effectively
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