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
took a photo, made a dodgey hdr from a wide shot i took. lined up the camera and built some proxy stuff. did some block lighting.
found a model on turbosquid, its a nokia 6300... no UVs tho. im sorting that out now.
haha thanks for the advice. If you figure out how to do that in maya don't tell the foundry!
matching the render to the backplate is generally done in compositing programs like nuke, shake, after effects, combustion etc etc. Which is why you ought to render things in passes. using programs like this give you more control than rendering things straight from maya.
Its a bit like when people render out occlusion renders. These are passes that are used to control parts of the 3D element. In the case of ambient occlusion you can adjust contact shadows.
if i were to render a diffuse pass and a reflection pass, i would add the reflection over the diffuse and then be able to control the look of the reflections.
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 Off |
HTML code is Off