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, thought I could share some stuff here. Most of the work was done in Maya and rendered in Mentalray, except the San Pellegrino Bottle and the sink. They both were rendered in Maxwell.
Hope you like it.
(rightclick/show image = fullRes)
(I hope its okay to put all images as links in one post here? )
@ Gen, sometimes simplicity is more fuddling than the "right in your face" stuff .. at least I feel that.
@ Bullet... the best thing is there was no plastic surgery-destroyed bodies in the 70´s ... All I was remembering as a kid was when the Challenger crashed into those bulldozers. Something I did not expect obviously and causing a serious shock for decades I love that movie.
@ Acid. Cheers mate. It was a thingy for a friends recordlable.
That sink was actually a test to see If I can somehow hit the quality of the original, which was created by a studio called winzenrender for the client Duravit. You can see the original featured on Maxwell Renders site
A new doodle I did this week. Just playing around with the good old Ivy Gen.
Ahh...sorry Murambi. My mistake. I thought we already talked about that. All the knowlege on the grass and trees are based of this beautiful thread on cgtalk. When I started reading it, it already had about 40 pages and Ive gone thru all of it at least 2 or 3 times.
There are really the best tips and tricks in there and very useful links for some good tools and scripts. I have seen that you already did some trees with the mip_binary_proxy-node. Thats what it is. The grass is initially created in paintFX and then modified a bit with custom textures.
The trick is only in the shader and of course in a believable and managable variety.
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