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
# 61 08-11-2005 , 09:33 PM
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amazing amount of detail already vim, you're definately taking this to another level user added image


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
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# 62 08-11-2005 , 09:37 PM
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Lol thx t1ck135
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# 63 08-11-2005 , 11:29 PM
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Im post 4 picture of some stuff on the machine ( Wireframe on shader mode)


picture 1

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# 64 08-11-2005 , 11:30 PM
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picture 2

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# 65 08-11-2005 , 11:31 PM
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picture 3

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# 66 08-11-2005 , 11:32 PM
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picture 4

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# 67 09-11-2005 , 01:08 AM
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most promising norm entry yet ....... hes gonna complete it in a month :attn:


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# 68 09-11-2005 , 01:08 AM
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Update (test)

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# 69 09-11-2005 , 01:34 AM
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wow look pretty nice and promising.
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# 70 09-11-2005 , 02:06 AM
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another test

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# 71 09-11-2005 , 02:21 AM
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I was wondering what you used for the light. I wish I could use a point light on mine. I tried it on my model, but since it stands upright, the light cant catch what I want it to so I'm going to use either area lights or self illuminated light panels via MR.

You might want to change the HDRI image on the pinball. How about taking some digital pics of a room instead?

These of course are just suggestions.

# 72 09-11-2005 , 11:53 AM
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I will use HDRI only on the final image... For now Im just a the stage to modelise my pinball machine. I my scene now a have just
one point light , for show you all new stuff that im create on the machine using Final Gather mode.


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# 73 09-11-2005 , 08:26 PM
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Looking the biz Vim.....

I want that glass shader ..hehe

# 74 09-11-2005 , 09:13 PM
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update

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# 75 09-11-2005 , 09:32 PM
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For The shader of my glass Im use just a normal Phong shader with transparency 80 % And normal reflectivity.

For the crome ball Im use A Phong E

Specular shading

Roughness 0.182
Highlight Size 0.058
Whiteness totaly white
Specular color White
Reflectivity 0.920
Reflect color Dark grey


So this is just a basic shader That is not my final shader config user added image


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