This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
Also you may find "Tris" more helpful than Polys as a measure if you're doing it for games.
Maya's more complex than games lately so Tris are generally a good rule of thumb. (Polys count Triangles, Quads, pentagons, hexagons etc as 1 poly each... where games generally regard them as 2,3,4,5 etc.)
If I have a model with 5 hexagons and 2 triangles -- Games count it as 27 polygons; Maya will say:
Polys: 7
Tris: 27 <-- what games GENERALLY see. (For this generation of games atleast)
Edges: blah
etc.
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