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
# 1 04-12-2014 , 12:47 AM
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A couple of interiors

Evening/Afternoon/Morning everyone,

thought i'd post these up - they're neither 100% finished (few missing textures, could do with a few more objects), but I was quite pleased with them, and thought id put them up.

Looking to produce a few more over the coming weeks....bigger, better, more ambitious... some more archviz style, some maybe more game art style.


Looking for any crits anyone might have regarding them from an arch viz point of view, as I was considering putting together an arch viz portfolio. Hoping Gen will see this and rip them apart from a lighting/MIA materials/rendering point of view....

I have a feel they are slightly too stylized as archviz shots.

crits from all angles appreciated..

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# 2 04-12-2014 , 08:30 PM
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these a pretty good but if you want to make look realistic i found that you have to dirty up the place abit. A clean environment usually looks too artificial

# 3 05-12-2014 , 01:07 AM
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The glow in the first shot is pretty heavy, its creating a fuzzy dream effect. Seems like the glow was applied to the beauty pass since its all over the scene, especially the light colored objects like the entertainment center, applying it to something like a specular pass would allow for more precision. Right now its really smothering the image. What kind of FG/GI/AO settings are being applied to the scene? I ask because the super soft shadowing makes the shelves look like they're floating and there are some subtle blotches on the windows, I can't place it exactly, it could be glow adding to it. From a material standpoint, I think the floor could use some reflectivity, even matte wood floor finishes have some reflectivity. The glass for the coffee table could use a bit of color to indicate thickness(check out the refr max distance color). Ahh I'll have a render up later to show what I'm talking about.

I like the second image much better. The glow is still all over everything but to a far lesser degree. The materials are convincing and I like the camera angle. The lighting seems like one of those overcast yet bright days, not something usually seen in these kinds of renders and I don't know if its intentional but I can appreciate it. If I were to nitpick, I'd say throw some SSS on the plant leaves heh.

And Raphael where have you been??! user added image


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# 4 05-12-2014 , 10:22 AM
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Lol trying to get back to being more active online. New baby so its just been work home work home....

# 5 05-12-2014 , 11:17 PM
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thanks guys.



yeah the glow was applied all over. I found out about Magic Box for After Effects and Photoshop, and got sucked into it. But I can see that using that kind of effect on a spec pass would make sense. I did a few different comps of the images, and the two I posted were the most 'glowy' ones.


I didnt use GI, not in the emitting Photons sense, i did think to at one point, but a quick test wasnt yielding any results...(its been along time since i used photons to light anything, and even then it was only a couple of times) so I ditched the idea and just kept with the physical sun and sky. I doubled the overall FG in the render settings, and bumped up the remaining light that was missing with a quadratic area light from the ceiling. I dodged the windows (and other areas) in Photoshop, which created the blotchiness I think you mean.

I intend to go back to the glass coffee table. I have an issue recently with glass, as I've got to using mia mats for most things now, but i never like the glass presets and havnt tweaked around enough to get anything better other than those. I'll check out that max distance colour. The coffee table itself is sort of a place holder, i didnt really like it but I stopped short of molding it into anything better.

Agreed on the woodfloor reflection. Will add that.


Re: the leaves. I dont know if youre aware of Alex Alvarez? and a set of tutorials he created about making and rendering vegetation in Maya. He puts together some good shaders with mia mats, for grass and leaves etc... using translucency, and uv matrixs for variations of leaf textures, back and front variations on single plane geometry...you might like it/find it interesting.


congratulations Murambi. thankyou. I will do some game arty interiors soon. They're gonna be dirty as hell! user added image I will experiment with a touch of texture ...




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# 6 06-12-2014 , 04:16 AM
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@ Raphael

Grats on the fabulous real life creation! Now back to making some digital ones, pronto!user added image

@ Ben

Yeah those presets aren't really great, I'm thinking they might have been added to serve as starting points or maybe just to shut the users up since we've complained about Mental Ray for Maya's lack of presets and user friendliness lol. Anyways, as promised, that render. It's a crown glass base that you can tweak from there, excuse my low settings. When using refr falloff just remember to switch to segmented shadows in your render settings.

user added image

P.S I know of the tut but I've never actually seen it. I remember there's a mega thread on CGTalk about vegetation as well, it's a good read.


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# 7 06-12-2014 , 06:40 PM
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Nice Gen, thanks for that...

Made some of those tweaks already with the floor, and to the coffee table. The coffee table is looking better already, I think, but it doesnt have enough transparency for me, seems to be all reflections and refractions, so need to tweak a bit more.

By the by, do you update your cgs portfolio often? dont seem to see much new work from you for a while?




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# 8 06-12-2014 , 09:29 PM
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Nice, looking forward to seeing the progress! And yeah I've been neglecting my CGS profile for a while, even before I wasn't totally addicted to online PvP games again >.>.


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# 9 06-12-2014 , 09:49 PM
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ha ha. lol. i see user added image




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# 10 16-12-2014 , 06:14 PM
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wip1 of a new project....

just working off of a random bit of concept art i found on google.

got a horrendous work schedule over christmas, so 'real' projects on backburner till i rejoin the land of the living in the new year...

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# 11 16-12-2014 , 09:21 PM
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Thanks guys here is a pic I took with my crappy phone

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# 12 16-12-2014 , 09:25 PM
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Been learning how to light without fg and Gi and damn its difficult are you any good in that department Ben

# 13 16-12-2014 , 11:00 PM
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Adorable munchkin, those eyes are bright and piercing. I can see it now, you're using Maya and there's a tiny pair of hands grabbing at your screen lol.

And did you try the method with multiple direction lights pointing in different directions?


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# 14 17-12-2014 , 12:43 AM
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user added image she looks excellent!

Not especially I don't think...what are you lighting?

I sometimes find low intensity area lights good for fill/bounce lighting..
Rendering each light in its own pass can be good for controlling intensity in compositing.

Are you going for realism?




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# 15 17-12-2014 , 10:46 AM
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i was looking at this thread on my iphone overnight. And it kept doing that annoying thing where the iphone screen flips between landscapr and portrait....annoying....


...and then i looked, and i thought, actually, i quite like that.


is it me, or, rotating this image about, are these not immediately more interesting compositions/images??

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