Render in Wireframe.
- [Instructor] The Arnold utility shader comes in handy when you need to analyze the output of Arnold, and this is one of those times. I've got a tablecloth here with a low level of detail. I can improve that by smoothing and subdividing it at render time using the Arnold attributes in the object's shape node. But in order to analyze that, I really need to see a wireframe rendering after the subdivision has been applied, and that's where the utility shader comes in. Let's open up the Arnold render view.
Go to the menus and choose Arnold, render. And with the tablecloth selected, right-click in the view port and from the marking menu, choose assign new material. In the assign new material popup window, open up shader under Arnold and click surface. And you'll see AI utility. Click on that, it is created, assigned to the object, and the attribute editor opens automatically. The default shade and color mode give us a result that's somewhat similar to default lighting in the viewport.
So let's see what we can do here. Let's change the shade mode. We've got lambert which of course is the default shading mode for new objects in Maya. We've also got a default plastic with some shiny highlights. And also a metal mode that shows very shiny highlights. The shade mode that we want at this moment actually is jus a simple flat shading, and we get just a perfectly flat white color. Notice that that color actually contributes to the global illumination in the room.
If we didn't want that, we could go into the object shape node and disable the diffuse reflections. Alright, back to our utility attributes. Under color mode, we've got a lot of options. The normal color mode shows us the shader normals in world space. So this takes edge smoothing into account. That's why we have gradients across these colors. Back in the utility attributes, we can try out another mode which is geometric normal. And we can see there are some obvious facets here.
Geometric normal shows us the surface or faced normals in world space. Back over here in color mode, another fun one, scroll down a little bit to shading point, and we can back out of it here in the view with Alt and right mouse button, and we can see that it's mapping the object based upon its bounding box and a color space. Well the shade mode that we really want in this case is just a simple lambert.
We can get in closer once again. In our color mode, we still got a few tricks up our sleeve. Here we go, triangle wireframe, and that of course is showing each triangle. But more useful in this case I think is the polygon wireframe mode because that's going to apply better to our subdivision algorithm which is operating on quads and not triangles. And that's how to use the AI utility node to render a polygon wireframe.
- 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