A studio lighting scene can be downloaded here.
Importing the CAD Data
- Go to Arnold -> Lights. Select Area Light (quad_light by default). Position, orient and scale it so that it is slightly larger than the car as in the image below.
Scene lit with quad_light (exposure: 16)
Realistic Shading using Standard Surface
We will now convert the shaders (Phong, etc) to Arnold standard_surface shaders.
- Go to Arnold -> Shaders -> Convert Shaders to Arnold.
- It will display a dialog window asking to convert all shaders or selected shaders. Choose All. You should see that all of the scene materials are now standard_surface.
Lego plastic shader settings
round_corners -> standard_surface.normal_camera
Clip Geo shader
To avoid clipping the floor plane:
- Create a trace set by entering a name in the shader Trace Sets text box (for example, "objects_not_to_clip").
- Clear the Inclusive checkbox.
- Put the objects in that trace set (by entering the same trace set name for those shapes).
- All objects not in the trace set will be clipped.
Cube with clip_geo assigned to it. The plane is not clipped because it has a Trace Set that matches the clip_geo Trace Set. Inclusive is disabled.
Stylized Shading using Toon
toon shader parameters
Final Render Settings
That's it. You have reached the end of the tutorial. Well done! We encourage you to spend some more time with the MtoA user guide where you can find other tutorials such as this.