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Maya: Rendering in Arnold 6

Offered By: LinkedIn Learning

Tags

Maya Courses Autodesk Arnold Courses 3D Rendering Courses Cameras Courses Photorealism Courses

Course Description

Overview

The Arnold renderer in Maya makes photorealism easier than ever. Learn to light, shade, and render using the powerful tools in Arnold 6.

Syllabus

Introduction
  • Rendering in Maya with Arnold 6
  • Using the exercise files
  • Updating the Arnold plugin
1. Concepts
  • Prerequisites: what you need to know
  • Introducing Arnold
  • Arnold rendering concepts
2. Processing and Interactivity
  • 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
3. Environment Lighting
  • 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
4. Studio Lighting
  • 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
5. Materials and Mapping
  • 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
6. Cameras
  • 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
7. Rendering
  • 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
Conclusion
  • Next steps

Taught by

Aaron F. Ross

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