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.…
Author
Released
7/31/2017- 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
Duration
Views
Related Courses
-
Cinematography: Maya
with Aaron F. Ross3h 43m Beginner -
Maya 2018 Essential Training
with George Maestri8h 10m Beginner
-
Introduction
-
Welcome1m 5s
-
Using the exercise files4m 13s
-
Updating the Arnold plugin2m 45s
-
-
1. Concepts
-
Course prerequisites2m 11s
-
Introducing Arnold4m 24s
-
Arnold rendering concepts3m 43s
-
Balancing sampling and Ray Depth10m 44s
-
-
2. Studio Lighting
-
Controlling camera exposure2m 43s
-
Rigging a spot light4m 53s
-
Focusing a spot light7m 40s
-
Adding suffuse illumination4m 12s
-
3. Natural and Environmental Lighting
-
4. Materials and Mapping
-
5. Rendering
-
Rendering a panorama4m 17s
-
Rendering an image sequence6m 27s
-
Conclusion
-
Next steps1m 2s
-
- Mark as unwatched
- Mark all as unwatched
Are you sure you want to mark all the videos in this course as unwatched?
This will not affect your course history, your reports, or your certificates of completion for this course.
CancelTake notes with your new membership!
Type in the entry box, then click Enter to save your note.
1:30Press on any video thumbnail to jump immediately to the timecode shown.
Notes are saved with you account but can also be exported as plain text, MS Word, PDF, Google Doc, or Evernote.
Share this video
Embed this video
Video: Controlling specular roughness