Lighting and Shading Sven

In this tutorial, we will cover how to use the standard_surface shader to create realistic materials such as glass and metal. We will also replace the existing scene's lighting with the skydome_light in combination with a physical_sky shader to give us more control and a more realistic look. Lastly, we will add a backgr ound and render the scene.

The Maya scene file can be found here.

Our intergalactic hero 'Sven', whom we will be shading, lighting, and rendering with MtoA

Lighting

exposure: 0 exposure: 1
light_samples: 1 light_samples: 3

Shading

The scene contains various Blinn and Phong shaders. We want to convert these shaders to more physically accurate shaders within MtoA. Fortunately, we can use the shader Typemenu in the Attribute Editor window to convert them. We will largely be using the multi-purpose standard_surface shader.

Space Suit

Sven's space suit comprises of several Blinn shaders assigned to his arms, legs, and torso.

Tip:

More information about Specular Fresnel can be found here.

Face

To get a realistic skin shading effect, we will use the standard_surface shader again. It has a realistic subsurface scattering attribute which suits our single color map well.

Hair

For the hair, we will create a simple plastic-looking shader.

Eyes

The eye geometry consists of two objects in this scene: 'Eyes' and 'Corneas'. The eye geometry sits inside the cornea geometry. Therefore the eye color should be assigned to the eyeball.

Cornea

Cornea geometry surrounding Eye geometry

Your finished eyeball render should look like the image below.

Helmet

We will assign a glass material to the helmet. The helmet has been modeled with thickness, and the normals are facing in the right direction. This is essential when rendering realistic glass surfaces with MtoA.

Note:

More information about rendering glass surfaces can be found here.

Info: The transmission_ray_depth is set to 8 by default. If we lower this value and render the helmet glass we can see that the eye cornea (also a refractive material) appears black. This is because the ray depth is limited and therefore cannot penetrate the glass and the cornea shader.

transmission_ray_depth: 2 (eyes appear black) transmission_ray_depth: 4 (eyes are visible through the glass)

Helmet Collar

Let's change the shaders on Sven's collar (and air tank) to have a more 'metallic' appearance.

Rendering

Skydome Light

Sampling

Open up sampling in the Render Settings Window. For test rendering Camera (AA) samples at 3 is fine. However, for final frame rendering, you will want to increase it to at least 5.

Note:

A simple guide to sampling can be found here.

Arnold Log

When rendering scenes with MtoA it is a good idea to get familiar with the Arnold Log in the Diagnostics tab of the Render Settings window. This log file will show you any warnings and statistics which will help you diagnose your scene file.

Note:

A guide on how to read a render log can be found here.

That's it. Congratulations, you have completed this tutorial. Now go out there and explore new worlds of rendering!