Learn how to combine maps with a math node.
- [Tutor] To include our chapter on Materials and Maps, we'll build a simple Arnold shading network to combine the ambient occlusion with a noise map. Let's do an active shade. Select the perspective view, click Active Shade. This is where we left it in the previous movie with the ambient occlusion simply applied to the base color of the frame. Open up the Material Editor and here's the shading network so far.
We've got a standard surface material and ambient occlusion feeding into the base color. Let's multiply that with a noise map that's also in the view here. Middle mouse to pan over. I've got a 3DS Max noise map here. Let's multiply these two together. In the Material/Map Browser, go to Maps, Arnold, Math, and you've got Multiply. Drag that into the view and connect the ambient occlusion color to input one and the noise color to input two.
Then simply connect the Multiply to the base color and now we're combining the ambient occlusion with the existing noise map. We can use that occlusion elsewhere to affect the specular color. So let's go back to the standard surface material. Double-click it to load its parameters. Restore it's General Specular Reflection Scale to one and set the Metalness to zero point six.
Now we can make it less reflective in the ambient occlusion areas, or the recessed areas of the frame. We'll take that ambient occlusion output up here and connect it to the specular color of the standard surface. I'll close the Material/Map Browser just to give myself a little more room. Take the color of ambient occlusion and plug it in to specular color and now we won't get so much of a shiny highlight in those recessed areas.
And last, we can reconnect the bump map that previously existed on this material. Connect the bump 2D to the normal input of the standard surface. Alright, we've got a pretty good result here now with our ambient occlusion being combined with a noise map and a shading network so let's render the physical camera view. With active shade still running, you could just click in that physical camera view. That's how to build a simple shading network using Arnold Nodes and that concludes the chapter on Materials and Maps.
- 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