Customize diffuse attributes of Arnold Standard material.
- [Instructor] In this chapter we'll look at materials…and mapping using Arnold shading nodes.…Primarily the Arnold Standard Surface material.…It's an all purpose shader…that replaces an older one from Arnold 4,…which was called the AI standard material.…The Standard Surface material is easier to use…and a little bit more advanced.…If you need to convert an old scene…there's a utility for that in the Arnold menu…under Utilities you'll see Convert Deprecated Shaders…and this command will convert all of the Arnold 4 materials…into Arnold 5 materials.…
If you want to do that conversion one at a time…you can do that through the Attribute Editor.…Before we begin material editing…I just want to talk a little bit…about the test scene I have here.…There are two soft lights at 45 degree angles to the camera…and the material assigned to all objects in this scene…is an ideal diffuse white.…I've done this to isolate the material effects…from any fancy lighting effects.…So I've got a very simple soft light setup here.…
Let's go ahead and assign a material to the flower petals.…
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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