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
# 121 09-12-2005 , 03:43 PM
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So Min Radius is a bigger number than Max Radius? I always thought it was the other way around keeping that 1/10 ratio.

# 122 09-12-2005 , 04:09 PM
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No, It's how you originally thought. Max= large Min=Small.

Here is an example pic. Notice the settings are 1/10th in scale.

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# 123 09-12-2005 , 05:00 PM
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[QUOTE]Originally posted by caligraphics
[B]Cool model, tho a crit here :

The golden coins, in the photo it looks like they are extruded from the machine, while on your model they look like they are placed seperately.
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MF>>
Yes you are right.. I might try attaching them all together and then doing one massive displacement..It would be a difficult UV mapping for it.. I may give it a shot. I would prolly have to use z-brush to create the displacement map correctly.
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Ohh, and could you find a more ugly carpet ?? hehe - I know this is just my preference :-p I think it match the age of the object tho user added image
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MF>> Hehe yes it is ugly.. but I am shooting for Realism! This is a texture that I generated in photoshop it was takenfrom a photo of an actual las vegas casino carpet..(yes they really are that ugly in some) I thought the color matched the gaudi-ness of the slotmachine.

I can see you struggle a bit with Final Gathering, and heres a tip:

edit deleted:
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MF>>
I'm not struggling since I read this awesome tutorial:

https://www.jupiter-jazz.com/wordpres...apter1-FG.html

The technique you talk about caligraphics is in the josvex tutorial...the link that thx1138 posted is a far superior method for setting up FG IMHO.
Also it depends on the version of maya you have. I believe the new 6.5 and 7 have improved FG algorithms so you can use less rays.. my last 2 images were rendered at about 200fg rays.

quote from tutorial:
"Final gathering accuracy (min and max radius) can be specified in 'pixel' units rather than in world space, by providing 'view' accuracy. This can be enabled by creating a dynamic attribute on the mental ray options node (miDefaultOptions) with the name 'finalGatherView' (boolean).

FG view is very useful because allows to set FG radiuses in pixel values instead of using world units (Maya default for instance is centimeters). Hence it is easy to reveal the level of detail you need, just decide up to how many pixels you want to interpolate FG points. "
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MF>>
In maya 6.5 (version I have) there is an option to view radii as pixel units.. I use setting of 1 min 2 max and it brings out mad detail.. albeit.. with slow rendertimes.

# 124 09-12-2005 , 05:26 PM
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THX1138...quote:
You should be using Final Gather With Global Illumination. Final Gather was made to be a complimentary feature for Global Illumination. FG further smooths out the GI photons rays.


Ya..you were saying to turn it off before.. because of no lights emitting photons.. but after reading that cool tutorial.. I'm going to try some GI/FG renders with some lights in the scene emitting photons and or maybe the IBL set up for emitting photons.. My last 2 renders have IBL set up in light emission mode with FG and no GI.

mayafreak3

# 125 09-12-2005 , 06:22 PM
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Mayafreak3, I never said that you could "not" use final gather without GI. I said you should be using GI with FG.

That first quote was before you had a proper enviorment in with your model for GI to work from. You had just a ground plane( no walls )so I suggested that you turn GI off. Now that you have wall/s GI will work for you. You have got to have something to bounce the photons off of. user added image

My appologies for the confusion.

# 126 09-12-2005 , 09:58 PM
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Originally posted by THX1138
Mayafreak3, I never said that you could "not" use final gather without GI. I said you should be using GI with FG.

That first quote was before you had a proper enviorment in with your model for GI to work from. You had just a ground plane( no walls )so I suggested that you turn GI off. Now that you have wall/s GI will work for you. You have got to have something to bounce the photons off of. user added image

My appologies for the confusion.

ya, no confusion here though.. I know thats what you meant, I was in agreement. Just now that I have some walls.. and also lights that emit photons.. or IBL as photon emitter I will hook GI back up.

all good

mayafreak3


Last edited by mayafreak3; 09-12-2005 at 10:02 PM.
# 127 14-12-2005 , 01:57 AM
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# 128 14-12-2005 , 03:03 AM
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ooooooha!! this looks just awsome man.keep up the great work! user added image

# 129 14-12-2005 , 01:27 PM
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Either you have some irradience problems, or your using DGS material for your Mental Ray.

Anyway, the render is simply awsome!user added image

# 130 14-12-2005 , 05:12 PM
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Originally posted by mc-fleury
ooooooha!! this looks just awsome man.keep up the great work! user added image

Thanks man! user added image

Originally posted by THX1138
Either you have some irradience problems, or your using DGS material for your Mental Ray.

Anyway, the render is simply awsome!user added image

Hmm dunno exactly what you are referring to in the render THX1138. I am not using a DGS material for the metals.
This last render uses global illumination, caustics, final gather and an interior HDRI for environment. I also have a zero intensity point light emitting photons with ray-traced shadows on. There is a reflected hot spot on the metal at the base of slotmachine. I'm not sure if thats from the hdri or not.. My raytraced reflections are up at the standard 10 production setting. I appreciate all your comments and help.
Thanks!

user added image

# 131 14-12-2005 , 06:01 PM
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Fantastic Work as Always!!!!!:bow:

Just a quick quark....

Im looking at your model and everything is looking good except when I pan down and try to look at it in the environment the machine and the floor catch my attention.

In other words it looks as if it is floating just a millimeter or centimeter or whatever off the floor. Of course im sure that you have it sitting right on top of the plane. No prob.

However, something of this bulk, weight, and size should, even on the thinnest carpet be slightly recessed into the carpet.

Just a thought though. user added image

Again Great Work!!!!:bow:

# 132 14-12-2005 , 08:50 PM
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wowsers, that is a good render user added image

as papalatistudios the only thing that is slightly noticable is the (lack) of correct shadow under the edge next to the carpet.
Other than that its a user added image from me!


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# 133 14-12-2005 , 09:21 PM
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I only said what i said because the goal is for realism.

If this slot machine and the environment is suppose to be realistic than gravity would definitley have to be considered as a factor.

But then again that is totally up to mayafreak.

Ill said it again...

Fantastic Work!!!:attn:

# 134 15-12-2005 , 08:17 PM
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Originally posted by t1ck135
wowsers, that is a good render user added image

as papalatistudios the only thing that is slightly noticable is the (lack) of correct shadow under the edge next to the carpet.
Other than that its a user added image from me!

MF>>
Thanks t1ck135! :attn: user added image

Originally posted by papalatistudios
Fantastic Work as Always!!!!!:bow:

Just a quick quark....

Im looking at your model and everything is looking good except when I pan down and try to look at it in the environment the machine and the floor catch my attention.

In other words it looks as if it is floating just a millimeter or centimeter or whatever off the floor. Of course im sure that you have it sitting right on top of the plane. No prob.

However, something of this bulk, weight, and size should, even on the thinnest carpet be slightly recessed into the carpet.

Just a thought though. user added image

Again Great Work!!!!:bow:

MF>>
Thanks for the nice comments man.. user added image user added image
yes I'd have to agree I think on my next one Ill move it a bit down to give the illusion of weight. I might add a bit of carpet debris as well..

# 135 15-12-2005 , 08:55 PM
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Sounds perfect!!! user added image

Looking forward to it...:attn:

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