Maya Monday: Working with Arnold Shaders

Maya Monday: Working with Arnold Shaders
Mar 13, 2017 at 12:46 PM

This weekend I dove into a tutorial for Maya 2016 on creating a wine bottle. When I got to the portion about creating the material in the Hypershade window, I was totally thrown because Maya 2017 doesn’t use Mental Ray anymore. I had to figure things out for myself and with some research and a few tutorials I figured it out.

Maya 2017: Arnold in Maya

This is a video intro to Arnold in Maya 2017.

The Hypershade Window

The Hypershade window is where materials are created in Maya. 

hypershade

Know the Basics: Maya Part 7: Shaders & Textures

3D Total has a series on Maya 2017 and part 7 focuses on Shaders and Textures, including Arnold. Paul Hatton talks about Hypershade and how to create textures. This is super useful to someone who is new to Maya.

Read Shaders & Textures

Tutorial" Maya 2017 Essential Training | Work with Arnold materials

LinkedIn Learning Solutions has some instructions on the Arnold aiStandard material.

Tutorial: Skydome Lighting - Maya 2017 Arnold Renderer

Tutorial: Maya 2017 - Arnold Shaders - Glass, Liquids, Metals

In this tutorial from Yone Santana, he explains how to create a colored glass material with an Arnold aiStandard shader. He goes on to create textures of liquids and metals too. He uses an HDR image for reflections and lighting. 

Tutorial: Using Practical Displacement in Arnold to Create Cobblestones

This tutorial is from Arvid Schneider and dives into generating procedural images that look realistic in Maya 2017. Here's what Lester Banks had to say about it. 

The problem becomes getting procedurally generated textures to look realistic enough to work within the confines of 3D. That being said, any time that find an opportunity to use a procedurally derived image in 3D, sets yourself up for a much smoother way to work. Displacements typically are a great opportunity for a procedural workflow. Arvid Schneider walks through creating another procedurally sourced displacement map for Arnold Render, in creating a standard cobblestone pattern.

It is interesting to see Arvid work on creating the initial map for the cobblestone pattern, using alShaders’ Layering node, and locking the render view to show only the displacement node, and ignore everything else.

A few alFractal, alNoise and other nodes later, the cobblestone begins to emerge. Arvid has been showing how to create shaders for specific materials, which are quite helpful.

Other tutorials about Shaders via Lester Banks

Lester Banks has shared a couple of other great tutorials on creating shaders in Arnold in Maya.

Arnold aiShader Material Library

SolidAngle, the creator of Arnold, has a material library that you can download that includes textures like Balloon, Car Paint, Velvet, Wax, Clay and much more.

Download Material Library

Maya 2017 Essential Training | Render settings in Arnold

Learn about settings including sampling, clamping, ray depth, environment, motion blur, lights, textures and more.

There's a lot more to this but hopefully, this will get you started or teach you something you didn't know.

Posted by Michele Yamazaki

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