making real foam on the drink - like beer or coffee - material. Not just faking it with flat photo but realistic looking foam. That would be absolutely awesome.
@Johnny Bravo I suppose links are prohibited in this comment section, but you'll find this model in cgtrader and turbosquid by searching with keyword Ganesha :)
Awesome video! Would love to see something about texturing in Substance painter and then rendering in Arnold. I can never get my materials to look as good as they do in Substance.
after 20yrs of cg that's *still wrong*. It's the latest *trend* and it's stupid. To begin with, you must have cross-polarized diffuse maps / reflection removed, in order to use that, or your rendered color will be falsely desaturated with double-reflection. I've only ever seen those once on a project, and no mid-level studio or below is going to the trouble to make them. Secondly it makes every surface in your scene cpu-intensive, with raytraced rough reflections. I've already seen single frames that take more than 1 and 1/2 f'ing days to render, with no hair / sss / volumes or anything else that's slow, just hard-surface stuff, and still had a bit of noise. At that rate, Toy Story 1 would still be rendering today. And arnold is slow enough as it is, so this is just baffling to me. *Also ignores surfaces like chalk, rust, clay pots etc.
@@axe_fx crossed-polarized photography separates light that's reflected directly from the light source ( specular ) from light that's bounced once or more in the micro-bumps of a surface ( diffuse ) ; ruclips.net/video/Z8AAX-ENWvQ/видео.html He shows it at 8min. 18sec. But 'he' says to use 0.5 specular, not 1.0! 🤷♂
@@arvidurs thanks for the reply. Also I thought it would be easily translatable into Max, but many maps do not exist under the Maya name and many have different features.
Any way you can make a video of a animated creature like dog or monkey and have xgen fur added to a Bind skin with animation. And have fur follow along?
Great stuff, thank you. Word related to the last comment you made. Yesterday I was getting really horrible, over-saturated noise/artifacts on texture. Really simple material: some metalness and lower roughness for reflections plus jpg picture for a color. I was able to eliminate them completely precisely by lowering weight in specular. I dont know how and why thats the case but I had this artifacts only with weight set to 1. Anything tiny bit lower is fine. Any ideas why it could be?
first off, jpgs are 'craaaap'. find textures on the web that aren't jpg, and don't convert them to jpg. they can cause technical problems as well as quality problems - they're only designed for final viewing, not rendering. That could be your problem right there, since jpgs do have artifacts in them from the compression process, that happened to me years ago. "some metalness" There's only a handful of semi-metallic elements in the world, like germanium, and boron or something - so for anything actually used in 3d scenes, it should really be 100% On or 100% Off, unless you're sure that a mix is what you need. Also seems that Arnold is also just adding the metal reflection to the Specular reflection too, which is wrong, and makes fireflies worse. "this artifacts only with weight set to 1" What happens when set to 1.0 is that other channels get switched off completely. Metalness 1.0 shuts off all contribution from Specular for example - so dropping the value changed something like that.
11:11 You can't tell people to keep specular at 1.0 and turn up roughness, just because "all light is reflected", because that is what the Diffuse channel is simulating in the first place. Surfaces don't reflect all wavelengths of light at 100% ( xcept maybe white ), and that is why we get colors. So unless you're suggesting putting all diffuse textures into the Spec channel, then don't tell people to leave Spec at 100%. Any diffuse textures based on photographs are 'already' going to have this reflection color baked into them too, unless they were photographed with the cross-polarizing method. That's like 0.001% of diffuse maps out there. How many of you photograph your own objects for texture painting, and have polarizing filters? Or even know what I'm talking about? This silly little "I'm thmart, rough-reflections-on-everything!" trend needs to end. It's loosely based on realism, yea, but so is using sss on all wood materials, or getting rid of cg lights in favor of using a super-bright filament inside of, and focused by, a reflective lighting instrument, then rendering caustics and extra trace bounces to get 'real' light. Having raytraced, rough reflections on everything in your entire scene, is also needlessly spiking the hell out of render times, and Arnold is slow enough as it is.
First of all, it's my channel, and I can tell people what I want. Now that that is out of the way, please show me any dielectric material which specualar response is non-white. Your remark on putting SSS on wood, is also wrong, as wood does not scatter light as a soft body like wax or skin. If you want to model wood, it's made up of fibres similar to hair, so it's a completely different shading model. If you listen closely what I'm saying, you will notice the phrase, "I'm using this workflow for all my basic materials". I appreciate the comment, and the sentiment you are trying to convey, but make sure to cover your bases with remarks like that. I would love to see some papers about common colored dielectrics that reflect different wavelengths. Also please have a read through this: autodesk.github.io/standard-surface/ It might help your understanding on the standard surface shading model.
Hello Arvid, happy to take your request of ideas for new videos litterally : how about data passes (depth, PW, PO, etc… ) in reflections like mirrors ? Often in 3d these are pain in the ass to make it work. Do you have any tips on it ? Cheers !
I hope you enjoyed this shader introduction! Let me know if you want more getting started videos, or more advanced?
Hey can you tell me
what your pc specs?
Nice tutorial Sir.
Both videos...
making real foam on the drink - like beer or coffee - material. Not just faking it with flat photo but realistic looking foam. That would be absolutely awesome.
@@tlilmiztli yes sir.
Thank for the tutorials, I'm the beginner of Arnold renderer, this is very helpful and sure I'll keep following your channel. love it.
hello, Arvid!
I appreciate your choosing my Ganesha 3D model for your tutorial :)
Hey Anka - happy to have bought it, it's great quality :)
@Johnny Bravo I suppose links are prohibited in this comment section, but you'll find this model in cgtrader and turbosquid by searching with keyword Ganesha :)
Thanks for these tips Arvid. Also loved your talk at the Renderman AS&F!
Oh thanks so much! That will be uploaded soon as well :)
Thank, I always had a problems with setting up shaders
Fundamental and super essential tutorial! Thank you Arvid
Glad it helped!
Love this. Things always fmove forward and even though your older videos are still relevant, it's so refreshing to see new stuff added.
thanks for your efforts, we need more getting started videos..
wow! you choose a model of lord Ganesh! and nice video it will help us a lot!
Glad you liked it
Loved the roughness explanation at the end. Very helpful.
Glad it was helpful!
Thanks for the great topic. You have a terrific teaching style. Have an awesome day!
Thanks so much! Enjoy your day as well!
Awesome video! Would love to see something about texturing in Substance painter and then rendering in Arnold. I can never get my materials to look as good as they do in Substance.
Dude... you are a gold mine.
wow! Ganpati Bappa Morya..... Thanks for these tips
"Leave the specular weight at 1 and play with the roughness" is the one I needed. 1 year of CG and I still didnt know that
after 20yrs of cg that's *still wrong*. It's the latest *trend* and it's stupid. To begin with, you must have cross-polarized diffuse maps / reflection removed, in order to use that, or your rendered color will be falsely desaturated with double-reflection. I've only ever seen those once on a project, and no mid-level studio or below is going to the trouble to make them. Secondly it makes every surface in your scene cpu-intensive, with raytraced rough reflections. I've already seen single frames that take more than 1 and 1/2 f'ing days to render, with no hair / sss / volumes or anything else that's slow, just hard-surface stuff, and still had a bit of noise. At that rate, Toy Story 1 would still be rendering today. And arnold is slow enough as it is, so this is just baffling to me. *Also ignores surfaces like chalk, rust, clay pots etc.
@@schmoborama thats the first time I am hearing about this, care to explain what "polarized diffuse" is?
@@axe_fx
crossed-polarized photography separates light that's reflected directly from the light source ( specular ) from light that's bounced once or more in the micro-bumps of a surface ( diffuse ) ;
ruclips.net/video/Z8AAX-ENWvQ/видео.html
He shows it at 8min. 18sec. But 'he' says to use 0.5 specular, not 1.0! 🤷♂
@@schmoborama ah yeah now I understand, but maybe blender 0.5 specular = Arnold 1.0?
@@axe_fx
oh good lord no, no one's going to make a renderer that reflects half the light when set to 1.0, or double it either
Very nice, thanks! Would love to see how you approach texturing large objects where visible repetitions are unavoidable, e.g. large walls or floors :)
Nice video, well done, you have very nice talent, awesome and wonderful to watch
Awesome video as always! Learnt a lot!
Excellent
Hi Arvid, what is the name of the program in the lower left corner, the one that dress with pencils?
Ganpati Bappa morya 🙏, thx man
Great video, as always. If possible, would you also do some 3ds Max videos. I had some problems recreating your copper dragon video in max. Thanks
hey, I might to Max videos in the future, but currently not on my roadmap.
The same shading techniques should apply though
@@arvidurs thanks for the reply. Also I thought it would be easily translatable into Max, but many maps do not exist under the Maya name and many have different features.
Any way you can make a video of a animated creature like dog or monkey and have xgen fur added to a Bind skin with animation. And have fur follow along?
Hi, can I use Arnold material then render in V-ray?
ty very much
great! as always!
Can you do a tutorial on how to make a tree and leafs ?
If I’m honest, I’d be using speedTree for it
Great stuff, thank you.
Word related to the last comment you made. Yesterday I was getting really horrible, over-saturated noise/artifacts on texture. Really simple material: some metalness and lower roughness for reflections plus jpg picture for a color. I was able to eliminate them completely precisely by lowering weight in specular. I dont know how and why thats the case but I had this artifacts only with weight set to 1. Anything tiny bit lower is fine. Any ideas why it could be?
Hi Nezumi - that's interesting. haven't seen that one before. you might just have super hot lights, which are reflecting?
first off, jpgs are 'craaaap'. find textures on the web that aren't jpg, and don't convert them to jpg. they can cause technical problems as well as quality problems - they're only designed for final viewing, not rendering. That could be your problem right there, since jpgs do have artifacts in them from the compression process, that happened to me years ago.
"some metalness"
There's only a handful of semi-metallic elements in the world, like germanium, and boron or something - so for anything actually used in 3d scenes, it should really be 100% On or 100% Off, unless you're sure that a mix is what you need. Also seems that Arnold is also just adding the metal reflection to the Specular reflection too, which is wrong, and makes fireflies worse.
"this artifacts only with weight set to 1"
What happens when set to 1.0 is that other channels get switched off completely. Metalness 1.0 shuts off all contribution from Specular for example - so dropping the value changed something like that.
Hey what your pc specs?
Have Arnold for Max and Maya some differences? Less options on Max?
Arnold itself should be identical
Great! Can you make a video about volume renders like smoke and clouds in maya? Thanks for the video.
Hi Marcelo - thanks for the suggestions. I would probably do them rather in houdini using arnold or renderman
Where I can set one more like for this video? )))
11:11
You can't tell people to keep specular at 1.0 and turn up roughness, just because "all light is reflected", because that is what the Diffuse channel is simulating in the first place. Surfaces don't reflect all wavelengths of light at 100% ( xcept maybe white ), and that is why we get colors. So unless you're suggesting putting all diffuse textures into the Spec channel, then don't tell people to leave Spec at 100%. Any diffuse textures based on photographs are 'already' going to have this reflection color baked into them too, unless they were photographed with the cross-polarizing method. That's like 0.001% of diffuse maps out there. How many of you photograph your own objects for texture painting, and have polarizing filters? Or even know what I'm talking about?
This silly little "I'm thmart, rough-reflections-on-everything!" trend needs to end. It's loosely based on realism, yea, but so is using sss on all wood materials, or getting rid of cg lights in favor of using a super-bright filament inside of, and focused by, a reflective lighting instrument, then rendering caustics and extra trace bounces to get 'real' light.
Having raytraced, rough reflections on everything in your entire scene, is also needlessly spiking the hell out of render times, and Arnold is slow enough as it is.
First of all, it's my channel, and I can tell people what I want. Now that that is out of the way, please show me any dielectric material which specualar response is non-white. Your remark on putting SSS on wood, is also wrong, as wood does not scatter light as a soft body like wax or skin. If you want to model wood, it's made up of fibres similar to hair, so it's a completely different shading model.
If you listen closely what I'm saying, you will notice the phrase, "I'm using this workflow for all my basic materials".
I appreciate the comment, and the sentiment you are trying to convey, but make sure to cover your bases with remarks like that. I would love to see some papers about common colored dielectrics that reflect different wavelengths.
Also please have a read through this:
autodesk.github.io/standard-surface/
It might help your understanding on the standard surface shading model.
Always usefull
Hello Arvid, happy to take your request of ideas for new videos litterally : how about data passes (depth, PW, PO, etc… ) in reflections like mirrors ? Often in 3d these are pain in the ass to make it work. Do you have any tips on it ? Cheers !
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