You can now find tutorials on learning Arnold for Maya (MtoA) and Arnold for 3ds Max (MAXtoA) on the Autodesk Area website. More to come in the future!
You can now find tutorials on learning Arnold for Maya (MtoA) and Arnold for 3ds Max (MAXtoA) on the Autodesk Area website. More to come in the future!
This is how you do a showreel. Some great work done with Arnold.
Very pleased to see my work used for a worthy cause.
Converting old Maya/ mental ray shaders to MtoA can be tedious. However, there is a shader conversion script available to make this process easier.
A sample mrShadersToArnold.py conversion script is available in the \docs
directory of the MtoA installation folder. This simple script converts unsupported materials (phong, blinn, mia_material etc..) to an Ai Standard shader.
The alCurvature shader measures the local curvature of the surface. This shader is an easy way to add detail and realism to your shaders. In this short tutorial we will use the alCurvature shader to mimic a shading painting technique effect on a model of a lead figurine.
An alLayer shader is used to layer two different alSurface shaders. We will use one alSurface shader for the black paint layer and another alSurface shader to represent the exposed metallic surface underneath.
Final shader network
Cel shading is a rendering technique used to simulate the lighting in cartoon animation. In this short tutorial we will use the alCel shader to apply a cel shaded look to the skin of an anime style character.
The final shader network should look like this:
We can adjust the toon shading effect using the Diffuse Strength. This attribute acts as a multiplier on the diffuse component before being passed through the ramp.
A simple way to tint the skin is to apply some color to the Diffuse Color of the alSurface shader. This will give the model a quick and easy tan!
That concludes this tutorial on how to create a toon shading effect using the alCel shader.
The MtoA shader used in this tutorial is available here.
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