Simulate polished and rough surfaces.
- [Instructor] Arnold and the AI Standard Surface material…are physically based.…The Standard Surface material simulates the way…specular highlights and reflections are affected…by roughness.…A real world object that's very smooth or highly polished…does not really scatter the light…like a rough surface does…and a smooth or highly polished surface…will have coherent reflections…or shiny specular hot spots.…The balance between the diffused component…and the shiny hot spots is controlled by…the roughness attribute.…
I've got a material all ready assigned…to the picture frame.…Select that picture frame…and open up the attribute editor, CONTROL + A.…Also open the Arnold render view,…Arnold render.…We could of course do our shader editing…in the hyper shade window,…but for performance reasons…I'm going to opt to do it in the node editor,…but you can use hyper shade if you want.…In the main menu I'll choose windows node editor…and with the picture frame still selected…from the node editor toolbar click the button to…graph the input and output connections.…
AuthorAaron F. Ross
- Arnold rendering concepts
- Lighting with Maya and Arnold lights
- Controlling exposure
- Filtering light with Gobo
- Light attenuation with Decay
- Image-based lighting with Skydome
- Exterior daylight with Physical Sky
- Arnold Standard Surface 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
2. Studio Lighting
3. Natural and Environmental Lighting
4. Materials and Mapping
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