Fine-tune displacement and bump mapping.
- [Instructor] In the previous movie,…we saw how to apply a displacement map to deform a surface…to create a terrain.…And here's a full-screen rendering of the result…from the last movie,…and as you can see, it's got some pretty serious artifacting…that was not immediately evident…in the small thumbnail rendering we did…in the Arnold render view.…So we need to address this issue,…and I know that it's actually coming from the Arnold…Auto Bump feature.…Let's investigate.…I've already got the hypershade open,…and we're looking at the attributes…for the displacement shader node,…and the Arnold render view is open as well.…
Auto Bump attempts to extract the high-frequency details…that are lost when the mesh object detail is not high enough…for the displacement map.…So if we look in our view here,…minimize the hypershade,…we've got a pretty low level of detail landscape.…These polygons are very large,…and the level of detail here is not sufficient…to resolve all the details in the height map,…and so Arnold cleverly takes the high-frequency details…
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
Next steps1m 2s
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