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Toolkit 2 - Lighting and Rendering 1: Arnold Pt2
Toolkit 2 - Lighting and Rendering 1: Arnold Pt2
Rendering 1: Arnold
Pt2.
• Physical Sky Light.
• Mesh Lights.
• Ambient Occlusion.
• Photometric Lights.
• Depth of Field.
Physical Sky Light.
• A physical sky in Maya is technically a heliodome. This combines a physical sky simulation
with the use of a sky dome; the sky dome is what drives the physical sky node in lighting the
scene. The heliodome aspect comes into play when we can then change the physical sky’s
properties; this being the position of the ‘sun’ in the scene to create different times of day.
This including the different colours for the different times of day; this leading to how the
system works as it is designed to a full 360 degrees rotation and pitch (hieght) for the sun in
the scene.
• To set this up I had to open the node editor in the windows tab before I could then load in
the Physical sky light from the Arnold tab lights menu.
Physical Sky Functions.
What the settings do:
• Turbidity: means atmosphere/particulate matter in the air. The
more partials in the atmosphere the more haze there is to the
scene (acts like a fog)
• Ground Albedo: is bounce light from the earth, so when a light
comes in from the sun it hits the earth and the setting then
determines to what degree the light bounces up. E.g. the lower the
setting the darker the bounce light, the higher the setting the
brighter the bounce light will be.
• Intensity: brightness pf the sun in the scene. 1 being the default
brightness.
• Azmuth: 360 degrees rotation of the sun around the earth in the scene.
• Elevation: enable you to change the the height of the sun in the scene – good for changing the time of day. Elevation
also contributes to the change of colours in the scene – sunrise/midday/sunset.
• Sun size: size of sun in scene. Below that you also have the enable/disable sun option as well (sun visibility in render).
• Sun tint: changes the colour of the sun
• Sky tint: changes colour of the sky (the tints then affects natural colours in the scene).
Did a second render, here I changed the light exposure to see the variety of lighting brightness
options.
• With this exercise I played around
further with colours for the mesh
light.
• To do this I went into the
hypershade editor and played
around with the ramp colour
settings.
• With this I found it easier to edit
the colours in the attributes menu
as it was clearer to see.
Different Mesh Light Colours Outcome:
Points to note when using Mesh
Lights.
Light fixtures.
• Here I also set up the render settings to volume indirect to 0, SSS to 0, transmission to 1,
diffuse to 5, camera AA to 5 and specular 3 and then rendered full scene.
Depth of Field Outcome.
Points to note when using Depth
of Field:
• DOF takes a long time to render and will be grainy in certain
areas.