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Lighting & Rendering 1: Arnold Part 1
Lighting & Rendering 1: Arnold Part 1
Rendering 1:
Arnold Part 1
• The more samples the more refined the shape will be.
• Based upon the light rays, by increasing those you can better refine the shape at hand.
Same applies to colour, the more samples the letter the tonal range.
AA Anti-aliasing
In Arnold we have the ability to control the samples in different places so that we can get a
cleaner, refined image.
• Note: too high a sample the longer the render time, so be careful with how high you put the
samples in order to get a clean image
• Note 2: you can also cancel out channels that aren't being used in the scene to lower render
time.
• Can also affect samples on light systems, sample in the light help smooth out the shadows in
the scene.
• A value of 1 is the default setting a value of 0 would turn off the light, anything above 1 will
help sub-divide and smooth out the shadows
Pt1 - Sampling & Noise Reduction
Final Render.
Pt3 - Maya Lights: Point Light.
Maya lights in the create drop down
menu.
• Ambient and volume lights don’t
work in the Arnold render only
in the Maya render.
Point light - light from a point in space; similar to a light bulb, so the light is growing from the
position in space. Is important to know as its going to change the amount of light in the scene to
then be able to create a well lit scene.
Altering the exposure in the Arnold lights setting.
Shadow.
Final Render.
Went into the render settings and further refined any noise within the render view.
Maya Lights: Directional Light.
Final Render.
Maya Lights: Spotlight.
Final Render.
Arnold Lights: Area Light.
The Arnold light work similarly to the Maya lights, but tend to work better when it comes to the
render. So here I played around with the exposures and different settings In the lights attributes.
I then upped the samples and then looked at altering the soft edge and the spread; which in turn lowered
the light coverage and the edge drop-off to focus purely on the character giving a spotlight effect.
Final Render.