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Arnold Rendering in Maya

Arnold Rendering in Maya

Pixelman

Regular price $35.00 Sale

18 Hours for In Class

Tuition : $ 35 per hour

Rendering is one of the most important part of Animation which is the process of generating an image from a 2D or 3D model (or models in what collectively could be called a scene file) by means of computer programs. Also, the results of such a model can be called a rendering. A scene file contains objects in a strictly defined language or data structure; it would contain geometry, viewpoint, texture, lighting, and shading information as a description of the virtual scene.

The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" may be by analogy with an "artist's rendering" of a scene. Though the technical details of rendering methods vary, the general challenges to overcome in producing a 2D image from a 3D representation stored in a scene file are outlined as the graphics pipeline along a rendering device, such as a GPU. A GPU is a purpose-built device able to assist a CPU in performing complex rendering calculations. If a scene is to look relatively realistic and predictable under virtual lighting, the rendering software should solve the rendering equation. The rendering equation doesn't account for all lighting phenomena, but is a general lighting model for computer-generated imagery. 'Rendering' is also used to describe the process of calculating effects in a video editing program to produce final video output.


Arnold Features

  • Seamless integration with Maya shapes, cameras, lights and shaders.
  • Image Based Lighting support, including a state of the art physical sky.
  • Interactive rendering (IPR) allows parameter changes to be rapidly previewed without interrupting your work.
  • Support for volume rendering with Maya Fluids.
  • Support for Maya Hair and nHair.
  • Particles and nParticles support, including particle instancer.
  • Defer the creation of geometry at render time with the Stand-in placeholder nodes.
  • Productivity boost: override sets, holdout mattes, shadow catcher, passes, UDIM style textures, and arbitrary primvar data.
  • Extensible through plug-ins (Golaem, FumeFX for Maya, Yeti, Shave & Haircut).
  • XGen integration.
  • Texturable geometric lights.
  • Deep EXR.
  • Rendering of curves.