We’ve now began rendering with Arnold, which as you’d imagine makes everything super sexy in Maya. The AiStandard material with a brilliant tool to giving models a more natural and realistic texture. The use of the spectular to bounce light as well as project it means I’m able to revamp most of the models to give light to rusty and grainy metal as well as shine to the truck and light lamps. There is far more visual appear to light as the use of the area light gives more falloff, producing more natural light and shadow. I had a read up on the inverse-square law of light, which states that intensity is determined by the proportion of light produced in accordance to distance – this article summarised it best.. The difference between this and Maya’s default lights is that Arnold lights eventually fade out instead for reaching for infinity.
In our experiment, we produced two contrast coloured lights and balanced them with a Maya spotlight to show the distinction between lighting, which gave me a better understanding of the photographic/cinematic responsibility of good light. Having worked in a sound studio with 3 point light, with with Maya feels more exciting now that light manipulation is more grounded in realistic expectations. I can actually create light sources that don’t feel deliberate, and use Maya lights as a key for unnatural/unwanted shadows, giving a real sense of cinematography.
I think the biggest change personally was constantly rendering in real time. Using the IPR, I was able to track my adjustments as I manipulated the lights and the materials, which was both handy in giving me an actually view of what the final image would look like, but also made me repetitively jump back and forth between the render and the editor. It becomes instinctive by nature, so I never complained… primarily between everything looked super sexy. I’m making legitimate CGI!
I saw this an entirely fresh perspective on Maya because it brings back the general excitement of starting with the software and making something move to learning the texture editor and now how to make images more suitable for the visual style.
The only major difficulty now is retexturing EVERYTHING in our scene in order to render… That’ll be fun.