Introduction to Maya - Rendering in Arnold
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
# 31 12-06-2009 , 01:49 PM
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Originally posted by murambi
much apprecieted guys looking for another texture to replace this

also how do i get rid of those wierd dots on the renders i have increased my area light samples to 32 but i still cant get them to dissappear


The sampling under the raytrace shadows or under the MR light shape? I think you may need to increase the latter.


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Last edited by GecT; 12-06-2009 at 02:00 PM.
# 32 12-06-2009 , 02:29 PM
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Originally posted by arran
try to keep your pics to 640 wide tho - otherwise viewing them is a pain.

Really? 640x480 looks like a stamp on my 1920x1200 resolution user added image

# 33 12-06-2009 , 03:26 PM
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Really? 640x480 looks like a stamp on my 1920x1200 resolution

same problem will reduce the size for sure sorry about that

# 34 12-06-2009 , 05:22 PM
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You should add some paint flakes into the car paint. If you look closely at a car, there are actually two layers. One is the base coat, and the other is a lacquer. Mental ray has a built in car paint shader. You might want to take a look into that.

Also, with the shaders in the inside of the show room. You might want to take a look into the MIA material that comes with mental ray. It has a lot of useful presets for glass, wood, etc.

Looking good though! Keep going!


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# 35 12-06-2009 , 05:50 PM
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640 pixels wide seems like a stamp on any screen now days... mines only 1300 px wide.

I don't really see an issue.... I always post my images at about 700 - 800 px wide.


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# 36 13-06-2009 , 09:42 AM
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Also, with the shaders in the inside of the show room. You might want to take a look into the MIA material that comes with mental ray. It has a lot of useful presets for glass, wood, etc.

stumbled upon this dont know if it might be as helpful to the rest of you as it was to me

https://rs580.rapidshare.com/files/16...Depth_High.zip

# 37 27-06-2009 , 09:32 AM
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i think the body is done unless you guys can see anything that u need to change also worked on the interior i think im finally getting the hang of physical sun and sky

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# 38 27-06-2009 , 09:33 AM
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a picture of the interior

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# 39 27-06-2009 , 08:58 PM
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I like the yellow carpaint but is it just me or does it seem a little overexposed? And the interior is coming along well, I'm just not crazy about the tile texture user added image


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# 40 27-06-2009 , 10:41 PM
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The space between the tiles also needs to be smaller and going down now it looks like the splicing is higher then the tiles.

Looks nice overall though user added image

# 41 01-07-2009 , 09:54 AM
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im not feeling the floor tile texture either im guessing i have to paint one i just cant find the right one on the net

# 42 01-07-2009 , 03:16 PM
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Trusses

Looking good, though I would say you have waaaay too many roof trusses supporting your roof! Trust me, I design these things everyday!

I would only keep every one in three trusses.

-Jacques


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# 43 02-07-2009 , 02:58 PM
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Could you not shrink the tiles down in PS. Sorry for the pun but they look pretty tileable and should look good joined together?

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Steve


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# 44 02-07-2009 , 03:10 PM
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Originally posted by gster123
Could you not shrink the tiles down in PS. Sorry for the pun but they look pretty tileable and should look good joined together?

Cheers

Steve

I think the bump map might be the wrong way round?...Looks like the grout is actually raised? Look at the section close to the wall under the window. What would happen if the bump texture is inverted?

Agree with the size of the tile.

-Jacques

edit: sorry, Steve, didn't mean to quote your reply...


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# 45 09-07-2009 , 07:49 AM
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feeling abit unmotivated by this just decided to composite a scene for the car while my other comp renders the showroom(mia_materials take so damn long to render) so here it is though theres no bump maps yet just a preview to see how it would look like

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