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
Hey there, despite of my total shun for public forums, I decided to post here what I'm going to do as a next project. I'm planning of continouing with my latter contest entry (yes, the one I didn't finish ) and expand and expand it . gawd the smiley makes me afraid
Feel free to comment on everything, although everything will still need months of work.
Second. I'm encoutering some ... 'curvings in the lines of the poly's in the rendering, as if I weren't anti-aliasing enough (although there is sign. less of the in these highest quality renderings).
Any thoughts why?
Small update, working with quick GI, because I can't find the darn normal GI Joe lights scene file... I put up some walls, and the idea is to make them sort of transparant with wooden fletching in front of it. I don't know whether I can achieve that effect with some depth if I'm doing that with a single poly and a texture... But we'll see.
Oh and then there are these stripes. Def. has something to do with the lightning, started after I used that.
And last I'm also going to need to model roman sculptures... anyone know any 3d models I can use as reference?
if yes, than increase bias (just a little bit, testrender, increase more if the stripes are still there)...
or just go with raytraceshadows ... look a lot better anyway
or use mental ray with final gather / hdri / global illumination, as it would fit best with such type of scene ... (with final gather you dont need any specific shadows any more, as the indirect illumination creates its own shadow areas ...)
Well it doesn't look that real, but I've just used a GI Joe script, which is still backfiring, even with trains help :o.. anyone have any suggestions? It's relaly bothering me and I can't continue this work
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