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
Open up up the outliner and select the camera you're rendering from (perspective camera is the default). Now open up the camera's attributes in the attribute editor and go to the environment tab. Adjust the background color to whatever your heart desires.
thx, but i got another problem
i got two camera and i want to put a picture in backround, how can i make that if i dont want to see the same picture on each camera?
Have you gone through all 6 parts of the tut? The description reads that it comes with " High-medium res environment textures" and goes over "Creating a basic environment" as well as "usage of Render Layers for better compositing control." I haven't viewed the tutorial but my guess is that after all the lessons on animating and visual fx, you'll find info on adding the background/environment in Maya or in a separate compositing software. Let me know if that's not the case.
the tutorial end quickly and he don't talk about "Creating a basic environment". In the last part of the tutorial he give us a .jpg of a large sky but he don't say anythings about creating a environment.
One way I can think of offhand is to surround the entire scene with a sphere or half-sphere (creating a dome), reversing the normals, and mapping the sky texture to it. Another way would be to use the texture as a background in a compositing app and composite the animations on top of it. You could also read up in the manual on using envsky.
Hey Nitro, thanks for the email, sorry folks, been super busy.... surprise, surprise..
Anyhoo, for the animation, I just placed the pic in the bg layer of a comp in my compositor, and just simply moved it to the left as the animation played. Simple.
But, if you want a more realistic environment, check out the file (mini-tut) that I made tonight using the link below.
I placed a horizontal nurbs plane from the left-most viewable side of the camera view in the animation, all the way to the right-most side of the camera animation.
So, of your camera aims to the left, then pans/tilts right for example, make sure the plane extends slightly to the left of the view, a little out of frame, all the way to the right extent of the right pan, again, a little out of frame to the right.
Then use a bend modifier to bend the plane to maintain the psuedo-paralax arc of the camera.
"I have a dream that my four children will one day live in a nation where they will not be judged by the color of their skin but by the content of their character"
- Martin Luther King, Jr.
I used a standard skybox. Create a box, and 6 textures (5 if you already have a ground. I'd recommend using Terragen for the skybox... really powerful... and pennies compared to Maya. Note: Light-link OFF the skybox, and set the textures to your illumination, not color shader attribute.
The results:
I figure -- hey -- if every game I know of uses this method -- its GOTTA work :b
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