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
Try to create the AO shader in a different way. For example:
1. Go to Windows->Rendering Editors->Hypershade
2. Create a Surface Shader
3. Go to Textures (left bar) and create mib_amb_occlusion node.
4. Connect out-value of AO node with out color of Surface Shader.
5. Increase the samples of your AO node to 64 (or higher). Select the objects you want to be rendered in AO and assign the new shader.
6. Render in Mental Ray.
Any questions?^^
Of course, AO is just a method to improve your final composition.
Alright I think I figured out the Ambient render setting in Mental ray. Here are those renders you all have been asking for the "lighter ones". I hope these renders show all my minor detials a little better. Not much has been updated due to I have been super Busy. But i did find some time to updte the head I hope you like the new version better.
Crits please... and yes i know i have a hole in the middle i forgot to fix it. I will fix it soon.
this last set of renders showcases the details in your model almost perfectly... i never realized how many intricacies you've modeled. simply amazing. how did you go about doing them, primitives, booleans, or just extruding?
I thought I would post a scren of my most recent project that im working on for a class of mine.... super early stages only been working on it for a day now tell me what you think... sry for the one being so dark.
"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man."
how are you going to texture it? I'd like to find a way to texture/shade the robot i'm working on but i'm not sure how to get the most realistic metal effect.
I think there must be a way to have a base metal shader and a roughed up painted metal shader... and then then simply paint a black and white map for the objects to decide where is painted and where is scuffed metal... I can't figure it out with the Mix 8 shader though... maybe it would be better to use Maya render and Layered shader?
anyone?
Current WIP: <A HREF="https://forum.simplymaya.com/showthread.php?s=&threadid=20529">Feng Zhu Concept: Junk Robot</A>
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