This tutorial will cover the following topics:
Our intergalactic hero 'Sven', whom we will be shading, lighting and rendering with MtoA
- Create an Ai Skydome light - Arnold> Lights> Skydome Light.
- Connect a Physical Sky shader to the Color attribute of the Ai Skydome light.
The lighting looks a little bit dark. Try increasing the Exposure of the Ai Skydome light to around 1 (f-stop).
Center Gallery includeLabel exposure sort name
When you are happy with the lighting and are ready for final rendering, increase the number of Samples to 3 in the Ai Skydome light to reduce any shadow noise. Otherwise, keep it at 1 when test rendering with the IPR.
Center Gallery includeLabel light_samples sort name
The scene contains various Blinn and Phong shaders. We want to convert these shaders to more physically accurate shaders within MtoA. Fortunately, we can use the shader Type menu in the Attribute Editor window to convert them. We will largely be using the multi-purpose Standard Surface shader.
More information about Specular Fresnel can be found here.
More information about rendering glass surfaces can be found here.
- As with all non-opaque geometry in MtoA, you should disable Opaque in the Arnold attributes for the geometry.
- Assign a Standard Surface shader to the helmet and rename it to 'glass'. Reduce the Base Weight to 0.
Increase the Transmission Weight to 1 so that the glass is fully transparent. Change the IOR (Index of Refraction) to that of glass (1.5). If you want to add a tint color to the glass, change the Transmission Color to a light color.
- Change the Blinn shader that is assigned to the 'Helmet Collar' geometry to a Standard Surface shader.
- Lower the Base Weight to something like 0.4.
A simple guide to sampling can be found here.
When rendering scenes with MtoA it is a good idea to get familiar with the Arnold Log in the Diagnostics tab of the Render Settings window. This log file will show you any warnings and statistics which will help you diagnose your scene file.
A guide on how to read a render log can be found here.
That's it. Congratulations, you have completed this tutorial. Now go out there and explore new worlds of rendering!