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Modeling an F1 Wheel in Maya
Illustration by Richard Downs

Render settings


From:

Modeling an F1 Wheel in Maya

with Veejay Gahir

Video: Render settings

In this video we're going to talk a little My philosophy at this stage is that we are creating So, in this particular model let's go up So for 2014 I would stick with unified sampling It's quite a nice result.
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  1. 1m 30s
    1. Welcome
      57s
    2. Using the exercise files
      33s
  2. 17m 3s
    1. Setting the project defaults
      1m 24s
    2. Setting the scene units
      1m 57s
    3. Customizing shelves
      3m 8s
    4. Importing the reference image
      2m 26s
    5. Checking the footprint in Alias Design
      3m 19s
    6. Comparing different workflows
      4m 49s
  3. 40m 29s
    1. Using the Create Polygon tool
      2m 12s
    2. Snapping polygons
      2m 58s
    3. Creating quads with the Interactive Split tool
      3m 15s
    4. Creating a solid with the Extrude tool
      1m 47s
    5. Adding a chamfer using the Bevel tool
      6m 7s
    6. Understanding the Insert Edge Loop tool
      2m 47s
    7. Mirroring across the centerline with Duplicate Special
      2m 54s
    8. Alternatives to Duplicate Special
      2m 2s
    9. Understanding the Combine and Merge commands
      1m 59s
    10. Using the Merge Vertex tool
      5m 16s
    11. Using the software renderer for quick renders
      2m 29s
    12. Using mental ray for higher-quality renders
      3m 27s
    13. Understanding mental ray's Approximation Editor
      3m 16s
  4. 16m 39s
    1. Adding button recesses with Boolean operations
      2m 51s
    2. Creating quads using the Interactive Split tool
      3m 19s
    3. Creating the button base
      5m 23s
    4. Creating the button indent
      3m 39s
    5. Scaling the buttons
      1m 27s
  5. 11m 39s
    1. The main footprint
      1m 25s
    2. Creating quads
      1m 10s
    3. Create a solid
      3m 44s
    4. Fine-tuning the handle
      2m 45s
    5. Mirror across the centerline
      2m 35s
  6. 20m 56s
    1. Creating the paddles
      4m 46s
    2. Modeling the rotary dial
      8m 26s
    3. Modeling the center pad
      4m 35s
    4. Modeling the digital display
      3m 9s
  7. 18m 8s
    1. Create an alpha in SketchBook Pro
      58s
    2. Rendering exercise
      4m 49s
    3. Positioning lights and adjusting light attributes
      5m 18s
    4. Render settings
      3m 3s
    5. Comparing and saving renders
      4m 0s
  8. 26s
    1. Next steps
      26s

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Modeling an F1 Wheel in Maya
2h 6m Intermediate Apr 17, 2014

Viewers: in countries Watching now:

Once you've drawn your initial product design, it's time to take it to a 3D program for modeling. Veejay Gahir takes the initial sketch of a Formula 1 steering wheel from the first part of this series and shows you how to model and render a fully realized version in Maya. He shows how to import the sketch, use box and freeform modeling techniques to create the basic shape, and add details like buttons, dials, and decals. Finally, Veejay shows how to add texture and lights and render out the final view of your model.

This course uses an F1 wheel as an example project, but the techniques can be applied to any other automotive or consumer product. For more information, watch the first part of this series, Sketching an F1 Wheel in SketchBook.

Topics include:
  • Importing the reference image
  • Snapping polygons
  • Creating quads and solids
  • Adding chamfered edges
  • Mirroring across a center line
  • Adding buttons and handles
  • Positioning lights
  • Setting up your render
Subjects:
3D + Animation Modeling Product Design CAD
Software:
Maya
Author:
Veejay Gahir

Render settings

In this video we're going to talk a little bit about the render settings for this particular model. My philosophy at this stage is that we are creating a concept model, so I don't want to extract every ounce of rendering capability out of this because we could get requests from different groups to send us quick images rapidly. And we don't want to spend a lot of time waiting for the rendering to be completed. We can always do this at a later stage. So, in this particular model let's go up to our render settings, and switch to mental ray.

Next thing I do is I always switch off default lights, especially if I've set my own lights up. Set your image size, set the format that you want to save to, and the biggest difference in 2014 is under the Quality tab. Notice at the top there we have something called Unified Sampling. This is new for 2014, we can always go back to our legacy sampling mode.

We will notice it's a little bit more complicated, and you have to have a better understanding of what these values will do, because they can have an adverse affect on the time taken to render the model. So for 2014 I would stick with unified sampling and it's just a simple slider that you can use. Most of the time I find that 0.25 does a great job. Let's just go ahead and render this. It's quite a nice result. We need to adjust some of these decals as you can see over here. Now let's zoom in to, an area like this, and let's re-render that.

The next thing I'm going to do is I'm going to save this, and let's go to our render settings, and let's change the quality to 0.5. Let's re-render. Now let's take a look between the two values here. You will notice that the first one took, six seconds. Which is this one, and a value of 0.5 took eight seconds. So slightly longer on the rendering time.

You'll notice the quality difference is negligible. Let's go back there, let's take it up to 2. Let's re-render. You'll notice it's taking considerably longer, so this render took 15 seconds, but again if I flip between the 2, the difference between a 6 second rendering and a 15 is negligible. So again, just be careful on the value of the unified sampling.

And again, I normally leave it at 0.25 and that gives me a great result. Other than that, rendering in Maya has become very simple in 2014.

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