Page Information

Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

2. The first step is to tell Maya to use Arnold as the current renderer. In the Render Settings dialog (from the top menu bar, Window > Rendering Editors > Render Settings, or by clickingclicking ), set Arnold Renderer from the "Render Using" drop down menu.

...

  • Select the floor plane and then examine the attribute editor (ctrl-A will display the attribute editor if necessary). By default, the Maya ‘Lambert’ material is assigned. Select the lambert1 tab and then click on the 'Color' attribute (under 'Common Material Attributes') and choose a more interesting color than the default gray (let's choose blue for this example).

...

  • Next, create a sphere, again by choosing from the Polygons tab of the Maya shelf, and place it on the floor plane. By default, the sphere will intersect the floor plane in the y-axis (this will be obvious in shaded view, which you can switch to by pressing the '5' key while in the main view). This is fine for now, leave it where it is.

...

  • Now if you look at the attribute editor while the sphere is selected you will see the attributes of the Ai Standard Surface shader. For now, just select a green color for the Base Color.
Center

  • Next, we'll create another object… letobject. Let's choose a cylinder this time. Place it in the scene, select it and bring up the 'Assign New Material' menu from the right-click shortcut menu as before.
  • Assign another new Standard Surface shader. This time, set the Base Color to red. You should now have a scene that looks something like this.

...

  • We can choose from the Maya standard set of lights. Create a point light (select the Rendering tab on the Maya shelf and Point light from the selection of lights shown underneath).
  • By default, the point light will be located at the origin of the scene, and if you still have the Arnold RenderView window open, and depending on where you placed the other objects, straight away you should see that some color bleeding is visible. 

...

You can also address the 'too dark' issue by either altering the intensity of the light , or changing the Exposure attribute. You should choose intensities (and the scale of the model) accordingly, and then use the exposure setting to fine tune.

  • If you increase the radius of the light (select the point light, go to the Attribute Editor, expand the Arnold tab, and alter the Radius), you get soft shadows.
  • Lets Let's increase the size of the highlight on the sphere's shader. Select the sphere, bring up the Attribute Editor, open the Specular group of the Standard Surface shader and increase the Specular Roughness attribute to around 0.3.  

...