Author Topic: External Rendering Workflows  (Read 38370 times)


BLENDER BLENDER BLENDER BLENDER BLENDER BLENDER BLENDER BLENDER!!!

Great news! :)
Mental ray now have GGX BRDF model as an option in MILA.
Cheers, D
I'm an Environment Artist and R&D Generalist at Digic Pictures

Hi there. The new Arnold render engine is here. Arnold 5.
The biggest change is the new shader system, and yes it's using Albedo/Metallic workflow. :)
Cheers, D
I'm an Environment Artist and R&D Generalist at Digic Pictures

Hi friends!

Is it possible that they can update the workflow with Arnold Maya? With the recent release of Arnold 5.0.0.0 core the old preset and workflow has disappeared. The aiStandard shader has been replaced by the new aiStandardSurface.

http://Https://support.solidangle.com/display/A5AFMUG/2.0.0

Thank you.

Hi friends!

Is it possible that they can update the workflow with Arnold Maya? With the recent release of Arnold 5.0.0.0 core the old preset and workflow has disappeared. The aiStandard shader has been replaced by the new aiStandardSurface.

http://Https://support.solidangle.com/display/A5AFMUG/2.0.0

Thank you.

Well, the workflow is as simple as it can be:
Base Color to Base Color
Metallic to Metalness
Roughness to Roughness (in the Specular component)

Of course you have to set the file nodes correctly as usual (set the Color Space attribute to Raw for Roughness, Metallic, Normal etc.), and turn on the Alpha is Luminance when you using the texture's Out Alpha output.

Cheers, D
I'm an Environment Artist and R&D Generalist at Digic Pictures

Hi friends!

Is it possible that they can update the workflow with Arnold Maya? With the recent release of Arnold 5.0.0.0 core the old preset and workflow has disappeared. The aiStandard shader has been replaced by the new aiStandardSurface.

http://Https://support.solidangle.com/display/A5AFMUG/2.0.0

Thank you.

Well, the workflow is as simple as it can be:
Base Color to Base Color
Metallic to Metalness
Roughness to Roughness (in the Specular component)

Of course you have to set the file nodes correctly as usual (set the Color Space attribute to Raw for Roughness, Metallic, Normal etc.), and turn on the Alpha is Luminance when you using the texture's Out Alpha output.

Cheers, D

Thanks brother.

I'll try and let you know by this way!

See you!

Arnold new aiStandardSurface shader connections:
I'm an Environment Artist and R&D Generalist at Digic Pictures

Hi,

How to render in IRay in 3DS Max?

Also, how to render in VRay in 3DS Max? The VRay workflow in 3DS Max is a little different than it is in Maya, for instance I can't find where to change the Colorspace settings in Max.

For example, for my IOR texture, I connect IOR texture to a bitmap node straight into Fresnel IOR in the VRayMat node. Is this correct?
Last Edit: April 15, 2017, 05:36:52 am

Hi,

How to render in IRay in 3DS Max?

Also, how to render in VRay in 3DS Max? The VRay workflow in 3DS Max is a little different than it is in Maya, for instance I can't find where to change the Colorspace settings in Max.

For example, for my IOR texture, I connect IOR texture to a bitmap node straight into Fresnel IOR in the VRayMat node. Is this correct?

Hi,
The workflow is exactly the same. Yes, the Fresnel IOR is the one you need.
The Color Space settings in Max is more automated compare to Maya, but you do have the control over it if you need.
When you import a texture (bitmap) you can choose to override the import settings.
Override: 1 = Raw
Override: 2.2 = sRGB


Cheers, D
I'm an Environment Artist and R&D Generalist at Digic Pictures

Arnold new aiStandardSurface shader connections:


Hi!

Thanks for your help, but it does not have the expected result. I will continue researching to create the combination that leaves a great result.

See you!

Can you post images and settings or a scene?
We really can't help for you if you just say "not have the expected result".
You may missed something.
The workflow is the same. You don't have to guess.
By the way the image in the quote is for Arnold in your reply.

Cheers, D
I'm an Environment Artist and R&D Generalist at Digic Pictures

Hey!


Here is my workflow with the Ai Standard Surface in Arnold 5.


Old Workflow Arnold 1.4:





Using the Standard Workflow:





Using gamma correct to 1 in Metallics and Roughness:








The ai Sky Dome LightShape put in RAW.

Only the base color texture is sRGB, the rest (Metallics, Normals and Roughness) put RAW.

I hope this helps you.

Greetings.




Last Edit: April 17, 2017, 01:11:01 am

Ok. Everything is fine. You don't need those gamma nodes.

You just forgot to turn on the Alpha is Luminance option in the file nodes.
That's why you don't see any reflection (via the metalness channel).
When you directly connect textures to material attributes which are using grayscale values, Maya automatically connects the Out Alpha output to those attributes.
Always turn on the Alpha is Luminanace option for every texture when using its Out Alpha output (and there is no data stored in the alpha channel.)
If you don't (for example Metalness, Roughness, Bump, Height, Displacement etc.) there will be no data to feed those attributes.

One example:
First image: Alpha is Luminance is turned off for Roughness and Metalness.


Second image: Alpha is Luminance is turned on for Roughness and Metalness.


By the way your method is also correct, just a little bit overcomplicated.

Cheers, D
I'm an Environment Artist and R&D Generalist at Digic Pictures

@ddankhazi Thanks you, bro!