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 19-12-2012 , 08:33 AM
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B&W rendering

is there a way to render out the images in B&W so i don't have to do them post batch render?

# 2 19-12-2012 , 01:50 PM
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Hi,

there may be a more technical solution, but you could simply use desaturated textures and non-coloured lights. It's not a physically accurate solution though, as obviously real world black and white photography still captures objects which have colour.

I think you were better of doing it in post tbh,

cheers

gubar

# 3 20-12-2012 , 06:16 AM
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You can use the photographic exposure lens shader, it has a saturation attribute.


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# 4 21-12-2012 , 12:35 PM
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You can use the photographic exposure lens shader, it has a saturation attribute.

Sounds like a better solution than mine user added image

# 5 21-12-2012 , 11:19 PM
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and where might i find this illustrious tool?

# 6 22-12-2012 , 03:01 AM
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It's in the "Lens" section of the Mental Ray nodes. Pop open Hypershade, can't miss it.

Attached Images

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# 7 22-12-2012 , 03:02 AM
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awesome thx user added image

# 8 22-12-2012 , 04:12 AM
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next question is how do i apply it to a camera?

# 9 22-12-2012 , 07:34 AM
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put it in the lenses shader slot under mental ray in the camera attributes.


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# 10 23-12-2012 , 10:41 AM
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Sorry for hijacking the thread but can someone explain what the top attribute "cm 2 factor" does in this lens shader?

# 11 23-12-2012 , 11:24 PM
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Sorry for hijacking the thread but can someone explain what the top attribute "cm 2 factor" does in this lens shader?

From the documentation: "In photographic mode (a non-zero film speed) this is the factor used to convert between pixel values and candela per square meter. In arbitrary mode (a zero film speed), this factor is a multiplier applied when scaling rendered pixel values to screen pixels. This is analogous to the Gain parameter of the mia_exposure_simple shader."


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