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
Been working on a lamp from my scene. Taken a while to do the curved pieces. Hoping to finish it today and start texturing it tomorrow. Though I'd post it here.
Update. Done some more welding, tweaked some of the curves. The curves aren't as precise as I'd like but it's a prop and I don't want to spend unnecessary time on it. Should be ok for a background object.
"Your weapons are no match for ours! People of Mars, surrender!"
"Um, this isn't Mars. This is Earth."
"Earth? Earth-with-nuclear-weapons Earth?"
"Yes."
[long pause] "Friend!!"
"Your weapons are no match for ours! People of Mars, surrender!"
"Um, this isn't Mars. This is Earth."
"Earth? Earth-with-nuclear-weapons Earth?"
"Yes."
[long pause] "Friend!!"
yeah mayaniac I'm still in the process of modeling, they will be included. It's not aiming to be an exact replica of the image though - but they'll be in.
Arran, for the most part it looks fine unsmoothed - but the end parts of the curls (where they twist and taper off) don't have enough edges around their section to create the illusion of roundness. Manually inserting and moving edge loops would of course be an option but I don't feel that I've got the time to spend on it when smoothing is another option... I know it's not the best method but I really need to get my scene complete.
I'll post some close ups of the wire later to show you what I mean.
Cheers,
gubar
EDIT:
On second thoughts, I could convert to subd's instead of smoothing - would this be a good alternative? Not sure of how this affects performance etc, but I know it'll give me nice curves.
Gubar if you convert to subd you might have some problems rendering in Mental Ray if you intend to use it since MR doesn't like subd.
In my opinion for a background object it doesn't need to be smoothed at all since you will never notice the angles from the distance it will be shot from.
3D is all about what you can get away with and a comprimize between what you need to sell the scene and what you can put across unoticed to the viewer for optimization of the scene for render time efficiency,even the very best pro's cheat on stuff you will never notice.
Depending on the version of maya your using the sub-d problems in MR are sorted, I cant remember which version it is that dosnet care anymore about the sub-d's but it could be either 8.5 or 2008.
But your right John, if its a backgorund then there should be no probs, of there is then just making the normals soft should do the trick.
I've created a bump map for the detail on part of the lamp; at any kind of distance it becomes impossible to see.
You can compare it in the two images - why is this - my settings or something? I've seen bump maps that show detail over distance.
Crits on the materials esp. appreciated at the moment. It's getting there but doesn't seem like metal to me at the moment... let me know what you think.
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off