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Maya – Rendering with Arnold 5

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Release date:2017, July 31

Duration:03 h 41 m

Author:Aaron F. Ross

Skill level:Intermediate

Language:English

Exercise files:Yes

Arnold is the new high-quality rendering engine in Maya. Realistic rendering in Maya is easier than ever with this brute force Monte Carlo ray tracer. Arnold’s physically based rendering accurately simulates light in the real world, but allows breaking physical laws to achieve artistic styles. This course is an overview of essential features for lighting, materials, and rendering in Maya using Arnold core version 5.

Topics include:
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

Table of Contents

Introduction
Welcome 1m 5s
Using the exercise files 4m 13s
Updating the Arnold plugin 2m 45s
1. Concepts
Course prerequisites 2m 11s
Introducing Arnold 4m 24s
Arnold rendering concepts 3m 43s
Controlling processing in Render Settings 3m 15s
Interactivity in the Arnold RenderView 7m 50s
Balancing sampling and Ray Depth 10m 44s
2. Studio Lighting
Creating an Arnold area light 5m 15s
Setting Ai Area Light attributes 5m 29s
Controlling camera exposure 2m 43s
Rigging a spot light 4m 53s
Focusing a spot light 7m 40s
Masking a spot light with gobo filter 3m 57s
Adding suffuse illumination 4m 12s
Fine tuning lights and rendering 4m 33s
Attenuation with Light Decay filter 8m 24s
3. Natural and Environmental Lighting
Image-based lighting with Ai Skydome light 5m 54s
Directing Skydome light visibility 3m 54s
Exterior daylight with Physical Sky 4m 1s
Interior daylight with a Skydome 8m 6s
Increasing Skydome render sampling 3m 57s
4. Materials and Mapping
Setting Ai Standard Surface material attributes 9m 14s
Mapping opacity with an alpha channel 4m 32s
Controlling specular roughness 7m 19s
Shading with ambient occlusion 6m 53s
Building an Arnold shading network 6m 5s
Rendering refractions with transmission 9m 21s
Rendering vertex color with Ai UserData Color 4m 6s
Wireframe analysis with Ai Utility shader 3m 20s
Smooth mesh subdivisions at render time 3m 2s
Deforming a mesh with displacement 8m 6s
Displacement, subdivisions, and 1 bump mapping 4m 54s
5. Rendering
Atmospheric perspective with Ai 1 Fog 6m 1s
Lens distortion with fisheye 1 camera 2m 56s
Rendering a panorama 1 4m 17s
Rendering light and object passes 1 with AOVs 9m 23s
Compositing AOVs in Photoshop 4m 17s
Rendering bokeh with depth of field 6m 46s
Rendering an image sequence 6m 27s
Conclusion
Next steps 1m 2s

Watch online or Download for Free

00. Introduction
01 – Welcome
02 – Using the exercise files
03 – Updating the Arnold plugin

01. Concepts
04 – Course prerequisites
05 – Introducing Arnold
06 – Arnold rendering concepts
07 – Controlling processing in Render Settings
08 – Interactivity in the Arnold RenderView
09 – Balancing sampling and Ray Depth

02. Studio Lighting
10 – Creating an Arnold area light
11 – Setting Ai Area Light attributes
12 – Controlling camera exposure
13 – Rigging a spot light
14 – Focusing a spot light
15 – Masking a spot light with gobo filter
16 – Adding suffuse illumination
17 – Fine tuning lights and rendering
18 – Attenuation with Light Decay filter

03. Natural and Environmental Lighting
19 – Image-based lighting with Ai Skydome light
20 – Directing Skydome light visibility
21 – Exterior daylight with Physical Sky
22 – Interior daylight with a Skydome
23 – Increasing Skydome render sampling

04. Materials and Mapping
24 – Setting Ai Standard Surface material attributes
25 – Mapping opacity with an alpha channel
26 – Controlling specular roughness
27 – Shading with ambient occlusion
28 – Building an Arnold shading network
29 – Rendering refractions with transmission
30 – Rendering vertex color with Ai UserData Color
31 – Wireframe analysis with Ai Utility shader
32 – Smooth mesh subdivisions at render time
33 – Deforming a mesh with displacement
34 – Displacement, subdivisions, and bump mapping

05. Rendering
35 – Atmospheric perspective with Ai Fog
36 – Lens distortion with fisheye camera
37 – Rendering a panorama
38 – Rendering light and object passes with AOVs
39 – Compositing AOVs in Photoshop
40 – Rendering bokeh with depth of field

41 – Rendering an image sequence

06. Conclusion
42 – Next steps

Ex_Files_Maya_Rendering_Arnold_5.7z


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