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