Learn how to simulate polished and rough surfaces.
- [Man] Arnold and the AI standard material…are physically based.…The materials simulates the way specular highlights…and reflections are affected by roughness.…Let's open up the Arnold RenderView,…and we'll work on the material for this frame.…We'll make it as if it were painted…with a metallic silver paint.…I've already got a material assigned to the frame.…Let's open up the HyperShade.…In the HyperShade, in the materials tab,…we have a bunch of notes.…
Let's make sure we are selecting the correct one.…Let's display by list by clicking on the icon here.…And, display these nodes as large as they will go…by clicking on the largest circle here.…And, we see here, we got picture01 frame aiStandard.…Select that, and also graph its network.…Go over to the graph and click in the toolbar…to show the input and output connections.…
Let's zoom in with a mouse wheel…and pan with Alt and middle mouse button.…And, I've got a bump map already applied,…and that's so we can better visualize…the specular highlights once we create them.…
AuthorAaron F. Ross
- Arnold rendering concepts
- Lighting with Maya and Arnold lights
- Controlling exposure
- Filtering light with Barndoor and Gobo
- Light attenuation with decay
- Image-based lighting with SkyDome
- Exterior daylight with Physical Sky
- Arnold standard material attributes
- Mapping material attributes
- Rendering refractions
- Mesh subdivision and displacement at render time
- Shading effects such as ambient occlusion and vertex color
- Camera effects such as fisheye and depth of field
- Animation image sequence rendering
Skill Level Intermediate
Rendering refraction4m 56s
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