Maya: Rendering in Arnold 6

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Free Online Course: Maya: Rendering in Arnold 6 provided by LinkedIn Learning is a comprehensive online course, which lasts for 4-5 hours worth of material. The course is taught in English and is free of charge. Upon completion of the course, you can receive an e-certificate from LinkedIn Learning. Maya: Rendering in Arnold 6 is taught by Aaron F. Ross.

Overview
  • The Arnold renderer in Maya makes photorealism easier than ever. Learn to light, shade, and render using the powerful tools in Arnold 6.

Syllabus
  • Introduction

    • Rendering in Maya with Arnold 6
    • Using the exercise files
    • Updating the Arnold plugin
    1. Concepts
    • Prerequisites: what you need to know
    • Introducing Arnold
    • Arnold rendering concepts
    2. Processing and Interactivity
    • Arnold viewport rendering
    • Using the Arnold RenderView
    • Interacting with the scene in the RenderView
    • Analyzing renderings in the RenderView
    • Saving RenderView snapshots and files
    • Tuning sampling quality
    • Controlling global illumination ray depth
    • Rendering on the GPU
    3. Environment Lighting
    • Creating an aiSkyDomeLight
    • Image-based lighting with aiSkyDomeLight
    • Daylighting with Physical Sky
    • Setting color temperature of an environment
    • Using multiple skydome lights
    • Improving light samples
    • Improving skydome interiors with light portals
    4. Studio Lighting
    • Creating a Maya area light
    • Setting area light attributes
    • Creating an Arnold disk area light
    • Rendering self-illuminated surfaces
    • Setting shape node Arnold attributes
    • Using area lights for suffuse light through windows
    • Control distance intensity with a Light Decay filter
    • Creating a directional light
    • Art directing sunlight with a directional light
    • Adjusting attributes of duplicate spot lights
    • Focusing lens radius for a collimated beam
    5. Materials and Mapping
    • Creating an aiStandardSurface material
    • Base color and specular roughness
    • Texture mapping with bitmap files
    • Rendering metallic surfaces with Metalness
    • Masking geometry with an opacity map
    • Transparency and refraction with transmission
    • Tinting transparency with transmission depth
    • Shading with ambient occlusion
    • Building an Arnold shading network
    • Rendering vertex color with aiUserDataColor
    6. Cameras
    • Controlling camera exposure
    • White balance with camera filtermap
    • Lens distortion with fisheye camera
    • Rendering a spherical panorama
    • Rendering bokeh with depth of field
    • Animating focus distance for a rack-focus effect
    7. Rendering
    • Optimizing render times with adaptive sampling
    • Rendering an image sequence
    • Test rendering with aiUtility shader
    • Smooth mesh subdivision at render time
    • Deform a surface with a displacement shader
    • Optimizing subdivision in 2D raster space
    • Optimizing subdivision with frustum culling
    • Atmospheric perspective with aiFog
    Conclusion
    • Next steps