go to Blackboard- creative solutions- content- volumetric lighting- open in maya.
File is of a room Alec made
using render layers means you can have material overrides
change colours in ambient pass could have textures here to if using them
create- light- ambient light attribute editor- light
directory- working project- images- ambient folder
copy ambient layer- name
master layer- area light
layers should have at this point
- direct light
- master layer
create- directional light- fit over whole of window turns shadows on in settings (test it out)
Arnold by default has global illumination which will bounce the light around but mental ray by default doesn’t have it on so you need to play around with settings.
area lights attribute- use light shape- should remove some graininess may need to turn up finer gathering.
testing a batch render
properly applying ambient occlusion
occlusion- multiply ambient over the top- bring into photoshop layer mask image- can change a colour or mask out an original object. Can also change light/darkness which is what we are doing with occlusion.
assign material override- direct light pass
turn specular colour to black specular pass needs override on spec colour- layer override
should turn orange- override colour function- create layer override- turns black
override background objects to back as surface shader in specular layer.
copy direct light pass- name reflections
usually good to use an image file for this
select table shader, layer override in colour- turn black reflectivity- layer override- black
Plug sky HDR image
When render you will see difference in light and reflections
anything thats not reflections- turn black- assign material
add to photoshop file
Passes we are using is always how we would start to light a scene, you can then begin to add extras such as specular and reflection.
- Ambient Pass
- Direct Light Pass
- Main Light Pass
- Occlusion Pass
- Specular Pass
- Reflection Pass
Always remember to name your shaders, get into the habit of doing it.