
The slides from my presentation at FMX 2015 can be found here (35,191 KB).

The slides from my presentation at FMX 2015 can be found here (35,191 KB).
I created a guide to sampling in Arnold with the help from my colleagues at Solid Angle.
It is also available in the following flavors – MtoA SitoA HtoA C4DtoA.

Thrilled to be nominated 2015 Autodesk AREA artist of the year. Many thanks to those who voted for me!
Here are some tests I did last year using the alShaders by Anders Langland. Please bear in mind that they are by no means complete and some of the attributes may have changed (especially alSurface).
alSurface alRemapColor alPattern alLayer alInputVector alHair alGaborNoise alFractal alFlowNoise alCurvature alCombine alCellNoise alBlackbody
Very happy to see my artwork used for the new Kateboy single ‘Midnight Sun’.

Here is a test I did using the new multiple scattering in volumes available in the latest release of Arnold.
I increased the Volume Ray Depth to 6 and increased the Volume Indirect Samples to 10 to reduce the noise.
Here is a comparison when rendering with and without Volume Indirect:
Another example below, with and without multple scattering. The difference is huge!


If you haven’t done so already, I seriously recommend you check out the work of Oyonale. A true hero of mine and a huge inspiration.
His variations series of images are amazing.
Its incredible how much he has achieved during the 90’s/ early 2000’s and how far ahead of the game he was and I think a lot of his work still holds up today. I don’t know what he is doing today, but I know I would love to see more work from him.
Even more incredible is computer graphics was a hobby for him and his day job doesn’t involve graphics at all!
This blog entry is also great and he also has a great photographic eye.
A true master of his craft.
This is my first test render using the Emily model provided by The Wikihuman Project. The model is based on Actress Emily O’Brien (sorry Emily).
I wanted to test the different SSS types of Anders Langland’s alSurface shader with Arnold. Below you can see the difference when rendering with the SSS modes – Cubic and Directional. I think Directional looks better as it has less of a ‘waxy’ appearance.


And here is a gif which shows more clearly the difference in the SSS types.
After admiring Maya 2016’s new cleaner look recently, I realised there is a lot of wasted space at the top of the attribute editor. I was thinking it could do with a rethink/ redesign considering its pretty much been like this since version 1. Any thoughts? Am I completely insane?
The proposed layout below. Shift the buttons to the top menu making space for preview icon on the left.

For the concept images of its new production ‘Until the Lions’, Akram Khan Company used make-up effects inspired by one of my 3D images rendered with Arnold.

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