From the course: Maya: Rendering in Arnold 6
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Base color and specular roughness - Maya Tutorial
From the course: Maya: Rendering in Arnold 6
Base color and specular roughness
- [Instructor] Picking up from the last movie, let's continue exploring the Arnold Standard Surface. I have the Hypershade Window open and I got Arnold running in the perspective viewport. The most important parameters of a physically-based material, such as the Arnold Standard Surface, are its base color and its specular roughness. We'll use those attributes to create a simple paint material for the chassis of the espresso machine. Let's go over to the Hypershade and clear out the graph. Let's create a new Arnold Standard Surface. We can do that by using the Tab key to search for a node name. Press Tab and type in aist, and from the popup list, choose AI Standard Surface. That node and its shading group are created. Select the material node and let's rename it in the Property Editor. Call it paint cocoa aISTAF. Press Enter and select that name, and copy it with Control + C. Select the shading group node. We can…
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Contents
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Creating an aiStandardSurface material6m 23s
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(Locked)
Base color and specular roughness6m 19s
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(Locked)
Texture mapping with bitmap files8m 4s
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(Locked)
Rendering metallic surfaces with Metalness5m 50s
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(Locked)
Masking geometry with an opacity map3m 47s
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(Locked)
Transparency and refraction with transmission4m 15s
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(Locked)
Tinting transparency with transmission depth4m 49s
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(Locked)
Shading with ambient occlusion4m 12s
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(Locked)
Building an Arnold shading network3m 35s
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(Locked)
Rendering vertex color with aiUserDataColor4m 3s
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