Week 13: Introduction to lighting in Arnold notes

sampling

sampling= refinement by subdividing and recalculating

better sampling refines colours and their definition

In Arnorld we can edit the samples in different areas

In Arnolds Control samples in light systems (smoothing out the shadows)

The higher the sample level is the higher the render is

There are two lighting systems, Maya and Arnold

Maya System

lights:

point light, a point of light

directional light, a parallel rase mimicking the sun, its position is irrelevant only its rotation counts, it has sharp shadows

spot light, like a lamp

area light, a card of light, it ha softer shadows

in each light the following settings are for:

exposure, increasing it would be like opening the aperture on a camera, allowing more light into the scene

radious, spreads out shadows reducing their sharpness to clean up the render the samples are increased (1-5)

shadow density, makes the shadows more translucent

visibility shadows, light contribution to the scene

colour temperature, change light temperature (5000 early morning)

intensity, should always be kept on 1 as default

In the directional light attributes there are slightly different options as well as those mentioned above: the angle option is used to soften the shadows

For the area light: resolution helps sharpen the shadows and spread takes the area lights and spreads the lights

Spot light roundness option shapes the radius and penumbra angle and drop-off soften the circle of light

Arnold system

the lights have more realistic effects

area light more physically accurate

skydive light, a sphere which lights the whole scene

mesh light, a piece of geometry that can be turned into a light

photometric light, reproduce real world accurate light (with value input)

light portal filters physical sky and skidoo to clean up

physical sky, mimics the physical sky and system reproducing the lighting during the time of day

area light has less burn out and works better with arnold render

light filters

light blocker it creates a transform node

AI standard surface to render the scene in Arnold

Lambert transparency activate opacity to make it work turning on space to use the transparency setting to make an object transparent

standard surface lighter

IOR each object has and index of refraction which indicates ho light interacts with it and then bends

Base settings

colour: a diffuse colour

weight: light absorption

diffuse roughness: distribution of light across the surface

metalness: reflectivity of the object

Specular settings

roughness: specular quality across the object (it activates with the meatless of the base settings. geometry tab opacity turned down as well.

IOR: each object has and index of refraction which indicates ho light interacts with it and then bends

Anisotropy: micro groups for highlighters

Rotation: to rotate the anisotropy

Transmissions settings

it affects the transparency

depth and scatter: retrain the amount of light passing through the object (less opaque)

dispersion abbe: imperfections in glass

extra roughness: rough the transmission

Emissions settings

replicates the incandescence

Coat settings

a layer of specular across the surface that mixes with the specular settings. used in a car paint and skin (the oil on the skin)

Subsurface settings

allows light to pass through the surface to hit the internal parts of it to their subspaces

scale: to decide the depth of the surface beneath

radius: to edit the scatter

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