The Arnold renderer in Maya makes photorealism easier than ever. Learn to light, shade, and render using the powerful tools in Arnold 6.
Overview
Syllabus
Introduction
- Rendering in Maya with Arnold 6
- Using the exercise files
- Updating the Arnold plugin
- Prerequisites: what you need to know
- Introducing Arnold
- Arnold rendering concepts
- Arnold viewport rendering
- Using the Arnold RenderView
- Interacting with the scene in the RenderView
- Analyzing renderings in the RenderView
- Saving RenderView snapshots and files
- Tuning sampling quality
- Controlling global illumination ray depth
- Rendering on the GPU
- Creating an aiSkyDomeLight
- Image-based lighting with aiSkyDomeLight
- Daylighting with Physical Sky
- Setting color temperature of an environment
- Using multiple skydome lights
- Improving light samples
- Improving skydome interiors with light portals
- Creating a Maya area light
- Setting area light attributes
- Creating an Arnold disk area light
- Rendering self-illuminated surfaces
- Setting shape node Arnold attributes
- Using area lights for suffuse light through windows
- Control distance intensity with a Light Decay filter
- Creating a directional light
- Art directing sunlight with a directional light
- Adjusting attributes of duplicate spot lights
- Focusing lens radius for a collimated beam
- Creating an aiStandardSurface material
- Base color and specular roughness
- Texture mapping with bitmap files
- Rendering metallic surfaces with Metalness
- Masking geometry with an opacity map
- Transparency and refraction with transmission
- Tinting transparency with transmission depth
- Shading with ambient occlusion
- Building an Arnold shading network
- Rendering vertex color with aiUserDataColor
- Controlling camera exposure
- White balance with camera filtermap
- Lens distortion with fisheye camera
- Rendering a spherical panorama
- Rendering bokeh with depth of field
- Animating focus distance for a rack-focus effect
- Optimizing render times with adaptive sampling
- Rendering an image sequence
- Test rendering with aiUtility shader
- Smooth mesh subdivision at render time
- Deform a surface with a displacement shader
- Optimizing subdivision in 2D raster space
- Optimizing subdivision with frustum culling
- Atmospheric perspective with aiFog
- Next steps
Taught by
Aaron F. Ross