Displacement: Killamari wip

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In this tutorial we will cover how to convert a scene that has been setup for use with the mental ray renderer to MtoA. We will cover how to shade the Killamari character character using the Ai Standard shader. We will also cover using displacement on the body object and use Arnold's subdivision to create a smooth looking mesh. Finally, we will create a simple studio lighting setup that we can use to light our character.

The original Maya scene files for this series of tutorials can be downloaded from Autodesk's Hyperspace Madness production page here.

This tutorial will cover the following topics:

Displacement: Killamari wip


Displacement: Killamari wip




  • Change the shader that is assigned to Sven's hair model to an Ai Standard shader and rename it 'Hair'.
  • We can add more detail to the hair geometry with the use of displacement. Select the Shading Engine for the Hair Shader and connect the 'sven_detailDisp_u1_v4_1' file texture to it.

Displacement texture connected to Shading Group of Hair shader

When using displacement, you should ensure the geometry has enough subdivisions to retain detail from the displacement map.


  • Select the hair mesh and go to the Subdivision tab under the Arnold attributes. Change the Subdivision Type to Catclark and increase the number of Iterations to at least 2With Catmull-Clark subdivision, increasing the number of iterations produces a smoother mesh.


Rendering with displacement adds a subtle level of detail to the hair mesh.

Final hair shader network



Camera Exposure



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