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Showing posts with the label Ambient Occlusion

3rd Year: Arnold Renderer, Image Sampling, Quality and Rendering

So Maya 2017/2018 has scrapped its render known as Mental Ray, and has a new renderer known as Arnold. Arnold is better than Mental Ray, in a sense that it make realism in renders much easier. However, doing anything stylized can prove to be not as easy. Quality is basically like sampling on ambient occlusion, but its called 'Camera (AA)', so now this will effect how grainy your image will be when you render, however this may need to be altered depending on your scene. Low Sampling (Camera AA: 0) Medium Sampling (Camera AA: 5) High Sampling (Camera AA: 10) Jet Pack Jones: Head Render: 4K, (4096p x4096p ) Render quality is what you would expect, still very similar to how it worked before,however, rendering at this high quality took over an hour to do, so if I ever wanted to render at this quality in the future I would need to leave serious time for rendering. There is more of this coming as I've been working out all the new toys in Maya, so I...

Animation Toolkit: Submission Post 19/05/2017

Film Reviews Mary & Max (2009) Spirited Away (2001) Sita Sings the Blues (2009) Waltz with Bashir (2008) Perspolis (2007) Ethel & Ernest (2016) The Secret of the Kells (2009) Kubo and The Two Strings (2016) Maya Tutorials Pipeline 1 Pipeline 1: UV's Pipeline 1: Skinning Pipeline 1: Rigging Lighting & Rendering Sample & Quality Control Final Gather Physical Sun & Sky Portal Lights Mia Material X High Dynamic Range (HDR) Lighting Displacement Maps Ambient Occlusion Motion Blur Mental Ray Proxies In Class Activities Mudbox Mudbox 1 Mudbox 2 Mudbox 3 Mudbox 4 Animation Animation 1 Animation 2 Animation 3 Animation 4 Animation 5 Animation 6 Animation 7 Animation 8 Acting Acting 1 Acting 2 Acting 3 Acting 4 Acting 5 Sculpting Sculpting 1 Sculpting 2

Maya Tutorial: Displacement Maps 28/04/2017

First Render Mental Ray Approximation Editor Settings Enhanced Ambient Occlusion Render You can also use a vector displacement map as well, which can make your render look a lot better, however, render times could be increased and you could encounter some issues. First Initial Render Bounding Box Size Increase AO Render The process of creating, applying and testing these Maps can somewhat tedious, and most of the time your left to guess what works and what doesn't. A lot of work needs to be done in the hypershade in order to achieve the results required, but if done correctly, whatever you work this into, it can make your work scarily impressive. Final Gather Render Side Notes: Page Up Increases the Poly View (Mudbox) Page Down Lowers it (Mudbox) Shift + D Creates a higher Subdivision (Mudbox) In Maya 2016 (Extension 2) There is no longer a color profile, so the way to fix this is  to change the 'Col...

Maya Tutorial: JPJ Skinning 06/04/2017

Ribbon Spine  Skeleton Complete  Learning how a skeleton is made for a model wasn't too difficult, but there were a couple points like the ribbon spine and the fingers which were a little difficult. It's interesting to see how certain joints have to be placed in certain ways because of taking skinning into account. Boots Skinning Hands Skinning Arm Skinning Neck Skinning Ribbon Spine Skinning Wrist Skinning Legs Skinning Basic Skinning Complete  Basic Skinning (Before Blend Shapes) is both satisfying, and pure evil. The process for getting basic skinning down is downright painful, but I can definitely say now I would be much more confident skinning something now there I would have before. Unlike the Zombie Rig tutorial, this 3D model has a lot of kinks that needed to be sorted out before progressing. The actual process for skinning JPJ can be very tedious but it is very simple, some shortcuts work better t...

Maya Practice: Ambient Occlusion and Lighting Tutorials 03/02/2017

I already knew about the Ambient Occlusion, however, I wasn't aware of some of the tips, tricks and terminology associated with it. This post is two tutorials in one so this is really here just to remind me of what can be done with Maya. High Samples Low Samples Right, so basically samples are the quality of your Ambient Occlusion if you have a lower sample rate your image will appear grainy, however, if you have a high sample rate then the picture will be very smooth. No Spread  Restricted Max Distance High Spread Max Distance and Spread do kinda fall under the same category, the spread indicates how much the ambient occlusion spreads and the max distance is how far the occlusion goes. Units Whenever Ambient Occlusion mentions anything about units, it's describing the measurement for a distance in Maya, roughly the same size as a single square on the grid. How to turn on Render Layers Render Layers Render Okay, so I was awa...