From the course: Maya: Rendering in Arnold 6
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Rendering metallic surfaces with Metalness - Maya Tutorial
From the course: Maya: Rendering in Arnold 6
Rendering metallic surfaces with Metalness
- [Instructor] For metallic objects, use the Metalness attribute of the Arnold Standard Surface. In this scene Arnold is already running in the perspective viewport, and I've got Hypershade open. Click Rearrange Graph if necessary to frame the material assigned to the front panels of the espresso machine. It's an Arnold Standard Surface with default parameters named Chrome AISDSF. So we can better see the effect of Metalness, let's temporarily bring the base color weight down to zero. And now we're only seeing specular reflections in the rendering. The default Specular Roughness is 0.2. If we bring that down to zero, we'll start to get coherent reflections and surfaces. Tumble around with Alt and Left Mouse Button to confirm that we have sharp specular reflections here in the surface, but this is not a mirror reflection per se. It doesn't reflect all of the light back to the scene. For that we need a metallic surface…
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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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