Release date:2017, July 31

Duration:03 h 41 m

Author:Aaron F. Ross

Skill level:Intermediate

Language:English

Exercise files:Yes

Arnold is the new high-quality rendering engine in Maya. Realistic rendering in Maya is easier than ever with this brute force Monte Carlo ray tracer. Arnold’s physically based rendering accurately simulates light in the real world, but allows breaking physical laws to achieve artistic styles. This course is an overview of essential features for lighting, materials, and rendering in Maya using Arnold core version 5.

Topics include:

Arnold rendering concepts

Lighting with Maya and Arnold lights

Controlling exposure

Filtering light with Gobo

Light attenuation with Decay

Image-based lighting with Skydome

Exterior daylight with Physical Sky

Arnold Standard Surface material attributes

Mapping material attributes

Rendering refractions

Mesh subdivision and displacement at render time

Shading effects such as ambient occlusion and vertex color

Camera effects such as fisheye and depth of field

Animation image sequence rendering
Table of Contents

Introduction

Welcome 1m 5s

Using the exercise files 4m 13s

Updating the Arnold plugin 2m 45s

1. Concepts

Course prerequisites 2m 11s

Introducing Arnold 4m 24s

Arnold rendering concepts 3m 43s

Controlling processing in Render Settings 3m 15s

Interactivity in the Arnold RenderView 7m 50s

Balancing sampling and Ray Depth 10m 44s

2. Studio Lighting

Creating an Arnold area light 5m 15s

Setting Ai Area Light attributes 5m 29s

Controlling camera exposure 2m 43s

Rigging a spot light 4m 53s

Focusing a spot light 7m 40s

Masking a spot light with gobo filter 3m 57s

Adding suffuse illumination 4m 12s

Fine tuning lights and rendering 4m 33s

Attenuation with Light Decay filter 8m 24s

3. Natural and Environmental Lighting

Image-based lighting with Ai Skydome light 5m 54s

Directing Skydome light visibility 3m 54s

Exterior daylight with Physical Sky 4m 1s

Interior daylight with a Skydome 8m 6s

Increasing Skydome render sampling 3m 57s

4. Materials and Mapping

Setting Ai Standard Surface material attributes 9m 14s

Mapping opacity with an alpha channel 4m 32s

Controlling specular roughness 7m 19s

Shading with ambient occlusion 6m 53s

Building an Arnold shading network 6m 5s

Rendering refractions with transmission 9m 21s

Rendering vertex color with Ai UserData Color 4m 6s

Wireframe analysis with Ai Utility shader 3m 20s

Smooth mesh subdivisions at render time 3m 2s

Deforming a mesh with displacement 8m 6s

Displacement, subdivisions, and 1 bump mapping 4m 54s

5. Rendering

Atmospheric perspective with Ai 1 Fog 6m 1s

Lens distortion with fisheye 1 camera 2m 56s

Rendering a panorama 1 4m 17s

Rendering light and object passes 1 with AOVs 9m 23s

Compositing AOVs in Photoshop 4m 17s

Rendering bokeh with depth of field 6m 46s

Rendering an image sequence 6m 27s

Conclusion Next steps 1m 2s

00. Introduction 01 – Welcome 02 – Using the exercise files 03 – Updating the Arnold plugin

01. Concepts 04 – Course prerequisites 05 – Introducing Arnold 06 – Arnold rendering concepts 07 – Controlling processing in Render Settings 08 – Interactivity in the Arnold RenderView 09 – Balancing sampling and Ray Depth

02. Studio Lighting 10 – Creating an Arnold area light 11 – Setting Ai Area Light attributes 12 – Controlling camera exposure 13 – Rigging a spot light 14 – Focusing a spot light 15 – Masking a spot light with gobo filter 16 – Adding suffuse illumination 17 – Fine tuning lights and rendering 18 – Attenuation with Light Decay filter

03. Natural and Environmental Lighting 19 – Image-based lighting with Ai Skydome light 20 – Directing Skydome light visibility 21 – Exterior daylight with Physical Sky 22 – Interior daylight with a Skydome 23 – Increasing Skydome render sampling

04. Materials and Mapping 24 – Setting Ai Standard Surface material attributes 25 – Mapping opacity with an alpha channel 26 – Controlling specular roughness 27 – Shading with ambient occlusion 28 – Building an Arnold shading network 29 – Rendering refractions with transmission 30 – Rendering vertex color with Ai UserData Color 31 – Wireframe analysis with Ai Utility shader 32 – Smooth mesh subdivisions at render time 33 – Deforming a mesh with displacement 34 – Displacement, subdivisions, and bump mapping

05. Rendering 35 – Atmospheric perspective with Ai Fog 36 – Lens distortion with fisheye camera 37 – Rendering a panorama 38 – Rendering light and object passes with AOVs 39 – Compositing AOVs in Photoshop 40 – Rendering bokeh with depth of field

41 – Rendering an image sequence

06. Conclusion 42 – Next steps

Ex_Files_Maya_Rendering_Arnold_5.7z

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