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
# 161 25-09-2003 , 06:02 PM
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It might just be my poor eyesight, but I dont get the impression that the front spotlights cast their light on the waves. Is that still to do, or am I blind?


# 162 25-09-2003 , 06:04 PM
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They are casting light on the waves but I think it's covered with particles or something. Gotta check on that, thanks...

EDIT: D'oh... No they are not casting light while they should. I've propably forgotten to include them in the pass they should be in. Thanks again. Putting this in to the todo list.


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Last edited by kbrown; 25-09-2003 at 06:07 PM.
# 163 25-09-2003 , 07:27 PM
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Heya bud, excellent stuff.

Perhaps throw a blue cast on the colores of the boat? I find it somewhat strange that with the environment presented, the boat still almost glows with the green.

The lights look mighty impressive, and I´m looking forward for more updates on this piece.

# 164 26-09-2003 , 02:49 AM
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i think this piece has become really impressive over the months i've watched you improve it. weight motion lighting modeling everything really top.

moving up in standard then necessarily makes critique get pickier.

Now that I look at it i feel like the waves are coming directly in a straight line at the boat which gives it a real cg feel. Compositionally it looks a little to regular to be a force of nature. I feel like there needs to be some random action in the waves to counteract the straight rigidity of the boat.

I just spent the last 2 weeks hiking the canadian west coast and I watched a lot of waves and i remember the lines being more random. even when really long surf breaks the peak doesn't crash all in one line.

this is an excellent project - looking forward to more user added image


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# 165 26-09-2003 , 09:45 AM
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Originally posted by ereitz
Now that I look at it i feel like the waves are coming directly in a straight line at the boat which gives it a real cg feel.

Yes, I know and I hate it too. There was a reason why I had to do it like this but I can't remember what it was. Can't go back now to change it since it would affect so many other stuff user added image

Anyway, I fixed the two things adl and icarus mentioned. Here's a shot. Any better?

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# 166 29-09-2003 , 01:13 AM
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Started messing up with the next shot. Here's clips one and two. Without sacrificing any more quality I'm not able to show you longer avis until I can cough the dough for my own little SM domain. So future avis will be additions to this one...

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# 167 29-09-2003 , 01:17 AM
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It looks really nice, kb. user added image

The only thing I have to say is that the water consistancy seems to have a kinda thick look to it. I don't know if that's something you'd really be able to fix at this point in the game, so no problem.

Looking forward to more!

# 168 29-09-2003 , 01:28 AM
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Yeah, there are many things I don't like. Trying to fix them as I go. I wish I had a farm of 1000 PCs to render this thing :p

Thanks anyway... to be continued...


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# 169 29-09-2003 , 10:57 PM
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New ocean shader. Better?

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# 170 29-09-2003 , 11:09 PM
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That render is VERY good looking.
I´m looking forward for more animations.

I remember something about the animations, that perhaps could make it look better than it looks already.
See the fishing bouys? and the chains? Perhaps making them move. Maybe they are already, but I didn´t notice it.

# 171 29-09-2003 , 11:16 PM
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Thanks. Hopefully I can post a new version of the shot 1 tomorrow. Rendering the ocean over night...

The previous image was a really quick test composition. Here's the ocean alone so you get a better idea of the shader.

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# 172 29-09-2003 , 11:42 PM
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Originally posted by adldesigner
I remember something about the animations, that perhaps could make it look better than it looks already.
See the fishing bouys? and the chains? Perhaps making them move. Maybe they are already, but I didn´t notice it.

Sorry, didn't notice this bit. No they aren't moving. It surely would be a nice addition but i'm not sure if I'm going to do that. Thanks...


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# 173 30-09-2003 , 01:56 PM
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Here's the new ocean in motion. What do you think? I think it's a lot better than the older...

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# 174 30-09-2003 , 03:39 PM
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I agree.
I like it a lot. I felt seasick.

Must be good then. :p

# 175 30-09-2003 , 06:06 PM
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Great Stuff!

Yet I still think that the ocean needs more foam, given the heavy rain and wind.

Some parts just look too calm...

But the movement is great, and you did a really nice job with the spray!


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# 176 30-09-2003 , 06:15 PM
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This is the part of the ocean surface that I mean.

There's also something strange with the animation in the same area.

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# 177 30-09-2003 , 06:34 PM
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I'll put a water mark there. lol user added image


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# 178 30-09-2003 , 09:05 PM
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I'm afraid that you won't ever find it again there...!


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# 179 01-10-2003 , 03:42 PM
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Hey KB, Very good work!!!

how did u do the rain? and the shader for the water? is there a good tutorial about doing that , I'm doing a castle (you can see my project on the newbie forum) and i want to do a rainy scene and stuff with the lake...

Any help will be appreciated


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# 180 01-10-2003 , 03:59 PM
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Originally posted by tank2002
Hey KB, Very good work!!!

how did u do the rain? and the shader for the water? is there a good tutorial about doing that , I'm doing a castle (you can see my project on the newbie forum) and i want to do a rainy scene and stuff with the lake...

Any help will be appreciated

Thanks tank2002. The water shader is a result of many months of experimenting. It propably won't work in any other kind of lighting situations so I'm not going to post it (gotta keep some "business secrets" user added image). The rain is actually pretty straight forward. I have an invisible nurbs plane rotating around and emitting particles which are connected to gravity, wind and turbulence fields. There's a tutorial on this at the VIP area made by Michael McKinley here: https://www.simplymaya.com/movie_page...html?tut_id=15

Here's my latest achievements on this project:

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# 181 01-10-2003 , 04:24 PM
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Why do I feel seasick? Is it real? user added image
Bud! It´s looking MORE and MORE awesome everytime there´s an update!


Last edited by adldesigner; 01-10-2003 at 04:26 PM.
# 182 01-10-2003 , 04:26 PM
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It's looking great, I thought it was great originally but it keeps on getting better. Wow.

# 183 01-10-2003 , 04:35 PM
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Hmm... you have a point there adl. I was kind of aiming for this kind of look though to make the lighting have a more dramatic effect. Didn't think it would look like shallow water... I think I'll leave it like that though (don't want to render these two shots over again.. would take about 6-7 hours).

EDIT: You changed your mind adl? user added image


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# 184 01-10-2003 , 05:44 PM
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Yeap buddy.
Carefully reruned it, and it seems I´m wrong.
Probably catched it on the back of my eye.

Must have looped the thing for a thousand times already. user added image

# 185 03-10-2003 , 11:01 PM
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help

As the next shot is from inside the ship I need to model some stuff in the wheel house. I am out of ideas though and I don't like what I got so far. Ideas are more than welcome. Here's what I got at the moment:

(obsolete images removed)


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Last edited by kbrown; 05-10-2003 at 09:20 PM.
# 186 03-10-2003 , 11:45 PM
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adjusted the lights a bit:

(obsolete images removed)

... but i'd want to add some more "stuff" in the cabin instead of those dull black "panels". just can't think of what should i add...

EDIT: I just noticed how hard it is (at least for me) to create anything without decent references...


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Last edited by kbrown; 05-10-2003 at 09:20 PM.
# 187 04-10-2003 , 12:39 AM
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You need a radio, maybe with amic attached to one of those springy wire jobbies.

Perhaps some random guages, dials, switches and buttons.

I think the panel youve got there is possibly a bit big for all the things a boat of that size would need. You might think about cabinets, first aid box, maps on the walls, a small table, coffee mug. user added image


# 188 04-10-2003 , 12:53 AM
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That looks frickin AWSOME m8!!!!


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# 189 04-10-2003 , 07:59 PM
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Hmm... better?

(obsolete images removed)


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Last edited by kbrown; 05-10-2003 at 09:19 PM.
# 190 05-10-2003 , 09:18 PM
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Hehheh. I think I'm boring you all with this thread. (Isn't he ever gonna finish it :p). Anyway, here's a preview of the shot #3. Would love to have some feedback. Here's my todo list for this atm:

- Head light fogs: not showing the effect i'd like
- Animate the radar screen
- Animate the noise on windows? opinions? or maybe add another layer of noise on top and animate it...
- Fix shadows. There are some weird artifacts going on...
- Fix TV screen. Yes the little box up in the corner is supposed to be a TV :p
- Age up the textures more...

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# 191 05-10-2003 , 10:12 PM
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# 192 05-10-2003 , 10:27 PM
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That's some pretty cool stuff, there, dude! user added image

# 193 05-10-2003 , 11:44 PM
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you are going for a dogma cam feel inside the boat, right? in the preview clip in second 6-7 there is a little bump, which is a bit too hard if you ask me. the person holding the cam goes really fast to exactly the same position just before it got bumped (yes i know it shoots over a bit and comes back). looks to me like a too precice movement. suggestion: maybe after the cam got bumped it goes slower to where it was looking before using a slightly (but noticable) differant path. might be even worth to twist the cam during the bump a little.

other than that - great job user added image

# 194 06-10-2003 , 12:22 AM
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Thanks guys!

BD: What's a dogma cam feel? user added image

I know the cam movement is a bit too exaggerated. I'll see what I can do (if i will re-render the whole shot that is...). Perhaps I can fix some of it in post...


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# 195 06-10-2003 , 12:37 AM
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Originally posted by kbrown
Thanks guys!

BD: What's a dogma cam feel? user added image

I know the cam movement is a bit too exaggerated. I'll see what I can do (if i will re-render the whole shot that is...). Perhaps I can fix some of it in post...

maybe the real word for the cam is differant, and not "dogma camera". i meant a cam that is NOT a steadicam. just like handheld but made look as if a non-profgessional person making the shot - if that makes any sense ... user added image

# 196 06-10-2003 , 12:42 AM
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Cinema Verti

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# 197 06-10-2003 , 12:53 AM
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Heh, ok i get the picture user added image My aim was to create a hand-held like shot. I guess with an impulse like in my shot the camera operator would have hit his head on the ceiling and dropped the camera on the floor though user added image

Anyway, there will be another shot from inside the ship which has better cam movement. I may even drop this current shot from the final version...


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# 198 06-10-2003 , 12:55 AM
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Originally posted by kbrown
Heh, ok i get the picture user added image My aim was to create a hand-held like shot. I guess with an impulse like in my shot the camera operator would have hit his head on the ceiling and dropped the camera on the floor though user added image

but it would add a cool effect. let the cam drop and show for a split second the ants runnung over the screen (the little black ants on the white ground user added image ) - and then go on with the next shot user added image user added image user added image

# 199 06-10-2003 , 01:00 AM
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Lol user added image

I want to finish this darn thing too some day user added image


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# 200 08-10-2003 , 12:08 PM
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I loved perfect storm and when I found out that they used Maya I when I was first started I was amazed. And now 1 Man, YOU is making this..you make me jealous and inspired. One day (soon) ill be able to make a simple row bot rowing gently down the stream =) Then ill be happy.


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