From the course: Maya: Rendering in Arnold 6
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Building an Arnold shading network - Maya Tutorial
From the course: Maya: Rendering in Arnold 6
Building an Arnold shading network
- Continuing from the previous movie, we'll build an Arnold shading network to combine the ambient occlusion with a noise map. Once again, Arnold is already running in the camera view port, and I've got hyper shade open. Rearrange the graph as necessary to reveal that we've got two shading nodes here, two materials. We've got the ambient occlusion shader and also an Arnold standard surface. The ambient occlusion is currently assigned. Let's assign the Arnold standard surface. Select the frame in the view port, right click near the top of the Arnold standard service node. From the marking menu, choose a side material to view port selection, and then deselect everything, from the main Maya menu choose select, deselect all. I've got a bump map already on the material to isolate the different shading effects. Let's temporarily disable that bump map. We can track around or navigate with the middle mouse button. Select the…
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Contents
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Creating an aiStandardSurface material6m 23s
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Base color and specular roughness6m 19s
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Texture mapping with bitmap files8m 4s
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Rendering metallic surfaces with Metalness5m 50s
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Masking geometry with an opacity map3m 47s
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Transparency and refraction with transmission4m 15s
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Tinting transparency with transmission depth4m 49s
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Shading with ambient occlusion4m 12s
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Building an Arnold shading network3m 35s
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Rendering vertex color with aiUserDataColor4m 3s
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