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
# 76 19-04-2006 , 08:42 PM
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Well, I have to say I did a bit (understatement- that's about all I did in the last few days) of reading, and I choose photon mapping and Final Gathering over Path Tracing.

So, i'll write a photon mapper! Yay :attn:

but, yes, again from scratch. But the first render I post will be photon mapped. No flat colors or anything- photon mapping all the way baby!

now... how to format my integration, cosine weighting, or not? or how should I sample my BRDF model? lol! Just what I have to deal with :p


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# 77 23-04-2006 , 01:55 AM
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Well, I ended up buying Henrik Jannsen's "Realistic Image Synthesis Using Photon Mapping" book, and I'm waiting for it to come in. He's the inventor of photon mapping.

Ill start writing my photon mapper when the book comes in.. until then :zzz:


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# 78 25-04-2006 , 11:27 AM
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Matt,

Well done. You have shown others theres more to the CG Game that modelling and texturing. You have done some outstanding work and have shown what can be done when you apply yourself

Have you thought about it being used as Freeware, Shareware or Marketing for purchasing?

Again a great jobuser added image


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# 79 25-04-2006 , 12:13 PM
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of course- look under the members lounge- Source Code for Ice Ray v.0.0.1 its all there

Have'nt seen u around in a while though, Ransid!


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# 80 26-04-2006 , 05:07 PM
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Yeah, been out for a while.

Still invloved with Environment modelling for the Etherea: Dark Genesis Game.


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# 81 27-04-2006 , 11:39 PM
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cool, ransid!

Well, I decided to ditch the tut and start completly from scratch with a book on Photon Mapping and some new techniques:

Octress- and then KD-Trees (acceleration structures that, when built well, can reduce the number of triangels tested per ray to three)

Also, I will actually be working with OOP (object orientated Programming) which will actually involve:

class hierarchies
class functions
etc...

More complicated, but allows for a simpler code and I will be able to add features (like photon mapping) easily, and with relatively no pain.

So here I go, wish me luck user added image


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# 82 28-04-2006 , 12:03 AM
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Aah OOP.

C++ the joys user added image. The Only OOP I ever dabbled in was with VB, but I have done some Perl in my time user added image

Good Luck & Godspeed. Keep us all posted on how you get on.


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# 83 29-04-2006 , 01:11 AM
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Sine Functions are Fun!

Lol, having a bit too much fun with those sine functions :p

the functions is:

red: 128+128*(sine(x/16)*sine(y/16))
green: 128+128*(sine(x/4)*sine(y/4))
blue: 128+128*(cosine(x/8)*cosine(y/8))

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Last edited by MattTheMan; 29-04-2006 at 01:14 AM.
# 84 29-04-2006 , 01:21 AM
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last one I promise-

this one is acheived by adding -128*(logarithm(x*y)/2) to the end of each color

I quite like it user added image

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# 85 29-04-2006 , 02:45 PM
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aaarrrggghhhh my eyes....

LOL


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# 86 06-05-2006 , 06:10 PM
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Try this on a graphing calculator.

Put it in polar mode and use this equation.

44cos(444feta)


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# 87 06-05-2006 , 07:12 PM
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I don't have a graphing calculator- can u show me what it does?


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# 88 06-05-2006 , 07:30 PM
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well, hope it goes well.

# 89 22-05-2006 , 08:33 PM
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yawn- I think this project has come to an end. I havent worked on it for a few weeks, and I don't feel like working on it any more.

I am going to start a maya->indigo exporter soon.


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# 90 23-05-2006 , 11:15 AM
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Heh, I think that's much easier to do than raytracer.

I'm too working on a renderer I've made for my animation so it can render faster that maya's (with my maya it takes like one hour for 30sec)

And btw I'm 13 years old too :attn: .

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