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
I mistakingly put this in the gallery thread ( wasn't looking properly)
So I am doing a repost here:
Hope everyone is allright
Well this is the first renderman shader I made( model was provided by FXPHD, not made by me, I just did the shading)and I am quite happy with it
@Bullet: Thanks, the color(variation) of the rust is done by a spline(a ramp in maya) and is driven by occlusion, so that the rust only appears at the "occluded"( Ie hard to reach) places.
To randomize the appearance ( so that you don't get a hard edge-rust and no rust area's) a float spline was used
@Gect : thank you, maybe he has only 1 brush and chose to keep up with cleaning his teeth instead of his metal
@Honest: Thanks and yeah it is raytraced occlusion..took 28 minutes to render this baby ( could probably be a lot faster if I baked stuff down)
@Bullit: well I say give renderman a try then, you'd be surprised at how qickly you pick up the basics.
Even more so because you don't have a miljon rendersettings and once you get more into it, you"ll really appreciate the Renderman API...it's really powerfull, much more so then Mental ray or Vray ( not saying that they are bad, they just start with predefined shaders, whilest with Renderman you can create anything)
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