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To assign the robot shaders, we will need to apply them to the groups inside the obj file. Enter the one_eyed_robot network and create a material node after the copy1.

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Now go to Outputs and tab-create an Arnold ROP. Leave it as default values for now though if you have an Arnold License, you might want to disable Skip License Check  in Properties > System.

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To view the Physical Sky as a background, the vopnet inside the light must be connected to the Environment parameter of the Arnold ROP. This is under the Main tab.

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Render the scene using your preferred context, and you should see something similar to below.

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As this seed value will now be exported, we can use a User Data node to collect it and apply it in a shader network.

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