Learn how to apply diffuse color to Arnold Standard Material.
- [Instructor] In this chapter all materials and mapping in Arnold's will delve deeply into the Arnold's standard surface shader. And that's an all purpose material similar to the physical material. To begin I just want to point out that we've got a very neutral lighting set up in this version of the interior. I simply have two quad lights pointed at the subject. And again, I want to isolate material affects from lighting affects.
And therefore I'm using a very soft and very neutral lighting set up to test my materials. Let's create the material and assign it to the flower petals. Go up to the main tool bar and click on material editor. And in the materials section of the material map browser on the left. Go to materials Arnold and open that up if it's not already open. Open up the surface section. And you've got standard surface.
Click and drag that into the view. Double click it to load it's parameters and rename it. We'll call it petal Arnold standard. In this scene I'm using X refs to save disk space. The object that we're going to assign this material to is an X ref object. And so that I don't loose my work. I want to save a copy of this material. If I ever unload the X refs from the scene. Then the custom materials that I've assigned will be lost.
So let's avoid that with a little insurance policy. Collapse all of the sections of the material map browser. Until you see sample slots at the bottom and open that. And drag the lower edge of that downward to reveal more of the sample slots. And once we've revealed all four rows then we can assign some materials into these slots. Which are a staging area that allow us to save materials in the scene even if they're not assigned to an object.
Click and drag to the Arnold standard service material output. Onto one of the sample slots. When you get the red line release the mouse button. And in the instance copy material dialog, choose instance. And click okay. Now we can assign the material to the object in the scene. Select the flower petals. And with the note selected in the select material editor. Click assign material to selection.
And now that assignments been made. Let's open the active shade window. I've set it up previously so that it will render this close up shot. Click active shade. And here are the flower petals. You've got the parameters to play with. Assign the base color which is the diffused color. Click on that color swatch. And set the saturation to .9 and the value at .7 leaving the hue at zero.
And now we've got some shiny red flowers. And the basic parameters we can adjust the amount or weight of the base color. Let's increase that to a value of .95. And now we've got a bit stronger color on the flowers. They're very shiny. We can fix that up by increasing the roughness parameter within specular reflections. As you drag that up you'll get a rougher surface. When you reach a maximum of one it will be completely defused.
We can also add additional roughness to the base color. And that's found, once again, in basic parameters roughness. Increasing the base color roughness gives it a little bit more organic look. Maybe we'll turn that up a bit more to .85. To give the petals some translucency we'll add subsurface scattering. Scroll down to subsurface scattering. And we've got the subsurface scattering weight here. Set that to 0.3.
And we can see that the petals just got a bit brighter. Also change the subsurface scattering color. Click on that color swatch. And set the hue once again to zero. Saturation to 0.7. And the value of one. And click okay. And now we've got a pretty nice rose petal affect there. That's how to create an Arnold's standard surface material and adjust it's basic parameters.
- Arnold rendering concepts
- Arnold lights such as quad, spot, and distant
- Modifying Arnold object properties
- Filtering light with the gobo filter modifier
- Image-based lighting with Skydome
- Daylight simulation with Physical Sky
- Arnold Standard Surface material parameters
- Diffuse, opacity, and bump mapping
- Rendering refractions with Transmission
- Building an Arnold shading network
- Test rendering with utility map
- Mesh subdivision and displacement at render time
- Atmospheric perspective with scene environment fog
- Rendering a spherical environment with VR Camera