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Comprehensive Introduction to Arnold 5 for Maya


SECTION 1 : INTRODUCTION :
Introduction
Project files
Arnold in Maya
Generaql workflow

SECTION 2 : SAMPLING AND RAY DEPTH :
Sampling and camera samples
Diffuse samples
Specular samples
Transmission samples
Diffuse Ray Depth
Specular Ray Depth
transparency and transparency Ray Depth

SECTION 3 : LIGHTING :
Area light, Quad
Area light shapes
Mesh light
Spot light
Directional light
Photometric light
Light filters
Physical sky
SkyDome and image-based lighting
SkyDome and interior lighting
Atmosphere volume
Fog

SECTION 4 : SHADING :
Standard Surface Shader, “base parameters”
Standard Surface Shader, “specular”
Standard Surface Shader, “transmission”
Standard Surface Shader, “sub-surface scattering”
Standard Surface Shader, “coat”
Standard Surface Shader, “thin film”
Standard Surface Shader, “emission”
Standard Surface Shader, “geometry and advanced”
Bump and normal mapping
Subdivision and displacement mapping
Standard hair
Car Paint
Flat and two-sided
Mix and Switch
Ray Switch
Utility
Ambient occlusion and Curvature
TriPlanar
Color Jitter
Shadow Matte

SECTION 5 : CAMERA :
Camera
Depth of field
Motion blur
Camera types

SECTION 6 : RENDERING :
Arnold RenderView
AOVs
Per-light AOVs
Render settings
Texture setting and TX manager

SECTION 7 : MISCELLANEOUS :
Common settings
StandIns
Arnold volume

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