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
# 151 09-11-2007 , 11:31 PM
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Originally posted by AikoWorld
if i understand it correctly your samplerinfo is created for the edges of you geometry creating like a reversed occlusion, but instead of a static collor you can add an image to it user added image
Or a more relevant file is a ramp.


Well i dont know if thats what you tried to create.

Cool shading network!

actually i noticed that a fly's body tends to have a blue tint as you move towards the edges and a yellow specular highlight - so the sampler info node was used to try to create that effect. i added a yellow tinted color map for the spec map, but i think i'm going to get rid of that as it doesn't seem to be working.

# 152 10-11-2007 , 01:38 AM
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oh okay, it looks like you're on the right track, you just need to kick it up a bit more. The specular map is more green than it is yellow. You can also add some noise to it so it'll get that broken up effect.
I'm not completely sure what's happening all over the place, but I think you could adjust the ramp a bit more so that instead of just overall being 2 values it fades between 3, which is more of what I see in the reference image - and that's created with an overall ramp for the color, and a tighter one for the spec
user added image

# 153 10-11-2007 , 02:31 AM
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cheers mate - think i've got you - when i get back into this i'll give that a shot. user added image user added image

# 154 10-11-2007 , 07:17 PM
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I like the keyboard mesh, look nice and clean.

# 155 25-11-2007 , 01:41 AM
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more updates... here is another phone.

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# 156 25-11-2007 , 01:42 AM
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and here is a video phone.

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# 157 25-11-2007 , 01:43 AM
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...a book...

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# 158 25-11-2007 , 01:44 AM
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..and an emergency radio.

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# 159 25-11-2007 , 01:46 AM
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here is a shot of the room as it is at the moment. i still need to model a printer, a chair, lots of wires and a few more bits of pieces...

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# 160 25-11-2007 , 02:20 PM
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That looks really good arran.

If that's your workplace I take you're some kind of a security guard?


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# 161 25-11-2007 , 07:01 PM
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thanks farbtopf. yeah - you got me. i'm mr security. user added image

# 162 28-11-2007 , 05:40 AM
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Good work

Hi, I ofen seen your threads. It's all good models and nice idear.
Btw are you use maya software? some build method is specialties.
keep up!user added image

# 163 28-11-2007 , 08:26 AM
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nice progress arran, great detail on the items you've modelled.
I cant wait to see the fruits of your labour, have you got any timescales for it or are you just going to keep going and see how it develops?


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# 164 28-11-2007 , 10:00 AM
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hey - thanks lealar user added image the renders are all mental ray, usually with a bit of final gather turned on. Not sure what you mean by 'some build method is specialities' user added image

thanks t1ck! user added image yeah - i'm hoping to get this finished up (fairly) soon. Problem is i need to be at work to do most of it. the whole point was to focus on textures and get it to look as close to where i work as possible.

here's a chair that i've been modeling - i'm hoping to use a procedural to texture it, but i'm not sure how to do the zigzag pattern.

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# 165 28-11-2007 , 11:56 AM
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mesh looks sweet can we see it smoothed?:attn:


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