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Showing posts from December, 2022

Weeks 7&8: Arnold Shaders and Texturing in Substance Painter

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Week 7 In this week, we went through different shaders in Arnold for rendering in Maya. Initially, the PBR material setup was done. The most commonly used shader is the aiStandardSurface. Some other shaders are   aiAmbientOcclusion,  aiWireframe,  aiShadowMatte.  I tried out various shaders and experimented with lighting and rendering it.   To create added texture, lighting and effects, Physically Based Render maps are used.  Albedo - Base colour, no shadows are visible   Roughness - Will determine how rough or smooth a surface is - Also will affect the sharpness / blurriness of reflections and highlights on the surface Height - This map allows us to create the illusion of height and depth within a texture   Normal - Gives the object the illusion of more detail, without the extra polygons  Ambient Occlusion - This is a grayscale map which contains lighting data  Week 8 This week's lecture started with the use of Subst...