From the course: Maya: Rendering in Arnold 6
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Tinting transparency with transmission depth - Maya Tutorial
From the course: Maya: Rendering in Arnold 6
Tinting transparency with transmission depth
- Let's take a look at the more advanced transmission attributes of the Arnold Standard Surface. We'll create a colored transparent material for the syrup inside the bottle. Once again, Arnold is running in the view port and I have the hyper shade open, if necessary click to rearrange the graph to frame the shading network. I just want to mention in passing, that it's important in a case such as this, when you have multiple refractive materials touching one another, their surfaces should be coincident, or perhaps even overlap. You might need to make it so that the fluid actually interpenetrates with its container. If there is any gap at all, then you may have some rendering artifacts at the boundary between those two surfaces. All right, let's make a duplicate of this standard surface material of the bottle glass. Selected in the hyper shade, and duplicate it with CTRL + D. And select the new duplicate and we…
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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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