Understand and learn about methods for using standard Maya lights within the Arnold renderer. In this video, George demonstrates how to use standard Maya lights in Arnold. He shows how each light has an Arnold rollout that allows for precise adjustment of the light specifically for the Arnold renderer.
- [Voiceover] Arnold is Maya's new preferred renderer, so let's take a look at how to render using Arnold. We're going to start off with lighting. Now, this is a basic scene, and we already have some lights in it, so if I hop out to my fore view you'll see I have a point light here, and a spotlight. And this is actually set up for a Maya software render. So if I go into Render Settings, you'll see my renderer is set to Maya Software.
So if I just do a quick render of the current frame, you'll see that I do get an image. Now, if I want to, I can just switch over to the Arnold renderer right here and just do another render. Now watch what happens when I do that. When I render this, it basically shows up black. Now, it's not exactly black, it's just got very little light in it. And that's because lighting in Arnold is a little bit different than the standard Maya lighting model.
So let's take a look at that and see how to set it up. So I've got two standard lights in the scene, I have this spotlight and I have the point light. So I'm going to go ahead and select the spotlight and go into the Attribute Editor. And as you can see, this is basically just set up as a standard light, so I've got an intensity somewhere around one, with no decay, and then all of my other effects are set up. Now, in its default state, this light is not providing enough light to illuminate this scene, so what we have to do is go down to the Arnold tab and roll it out, and you'll see that the reason that this is happening is because we have a quadratic decay.
So this light is falling off with the square of the distance, and the light was set up for a constant fall off. So that mismatch is what's causing the scene to come out dark. Now, typically in Arnold you will want to use quadratic decay lights because they are more realistic. But let's go ahead and just set these to Constant just to see how we get a render. So I'm gonna go ahead and select my spotlight, change it to Constant, and now I'm gonna select my point light, scroll down to the Arnold tab, and change that to Constant.
So now I'm going to highlight my perspective window, and let's do another render. Now as you can see, with constant fall off, we are getting a more acceptable image. Now let's go through and actually do some more work on the lighting in these scenes. So I'm gonna go ahead and select this spotlight here and I'm going to actually change the decay to quadratic, and I'm going to do the same for the point light. Now, when you have quadratic fall off, the light will fall off with the square of the distance.
And that means we need to bring up the intensity of this light a lot more. So if I scroll this up you can see that it goes up to 10, but I'm pretty sure I'm going to need more than that, so I'm going to just type in a large number. I'm going to type in 1000, and then I'm going to go ahead and do another render. Now as you can see with a large value, we are getting light into the scene, and also notice how the light realistically falls off with distance.
Now if we want, we can go to a bigger value, so I'm gonna go ahead and close this. So let's go ahead and bring this up to, say, 4000 and do another render. And here we have an image. So as you can see, the amount of light that you need will depend upon the light, its position and how far away it is from the object. So when you start working with lights in Arnold, just remember that you do need to use the Arnold rollout to set up whether the light has a constant or quadratic fall off, and adjust the light accordingly.
It starts with the basics of selecting and manipulating objects and organizing scenes, as you learn the interface and explore Maya's features. Author George Maestri then takes you through polygonal modeling, creating and refining meshes, sculpting, and NURBS modeling. Once you understand modeling, George will show how to create and apply materials to surfaces—adding color, texture, and reflectivity. He'll then integrate cameras, lighting, and depth-of-field effects into the rendering process, using the built-in software renderer, mental ray, and the new Arnold for Maya renderer. Last but not least, he'll show how to add movement and life to your work with Maya's animation tools.
- Getting familiar with the Maya interface
- Configuring viewports and workspaces
- Selecting and manipulating objects
- Creating hierarchies and layers in scenes
- Creating polygonal objects
- Modeling and refining polygonal meshes
- Working with subdivision surfaces
- Sculpting a basic landscape
- NURBs modeling
- Projecting curves on surfaces
- Creating and applying materials and textures
- Adding lights and cameras to a scene
- Adding depth of field and motion blur
- Animating in Maya
Skill Level Beginner
Maya 2016 Extension 2 New Featureswith George Maestri1h 24m Intermediate
Rigging Mechanical Objects in Mayawith George Maestri1h 27m Intermediate
Modeling a Cartoon Character in Mayawith George Maestri3h 6m Intermediate
1. The Maya Interface
2. Select and Manipulate Objects
3. Organize Maya Scenes
4. Create Polygonal Models
5. Model Polygonal Meshes
6. Refine Polygonal Meshes
7. Sculpt Meshes
Sculpt a basic landscape4m 51s
8. NURBS Modeling Techniques
9. Refine NURBS Models
10. Create Materials
11. Apply Materials and Textures
12. Render in Maya
13. Animate in Maya
14. Render in Arnold
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