converting an interior scene to mtoa - arnold
TRANSCRIPT
Converting an Interior Scene to MtoA
Rollover image for wireframe
This tutorial is a breakdown of the workflow required to convert an interior scene that has been setup for
another renderer for rendering with MtoA. Scene setup and rendering should take no longer than an hour.
The scene used in this example is part of of architectural interiors.this collection
The workflow covers the following topics:
Lighting
Shading
Render Settings
The scene has been exported from 3ds Max as an .fbx file and imported into Maya using the FBX plugin.
Another tutorial that demonstrates different ways to approach lighting a room can be found .here
When you import the scene, you will see that the Outliner and Hypershade windows are quite messy. Before you start, Go to File> Optimize Scene to delete any empty group nodes and add the geometry to a group node.
Lighting
The scene is lit very simply with a light and positioned outside of the Skydome Light Portalswindows of the room. You may need to increase the number of for final Skydome light samplesrendering ( or ).3 4Increase the of the Skydome light to around .Exposure 4
Use a to simulate sunlight coming through the far window. Increase the Directional light Angle slightly to around . This will give the sunlight a softer edge to the shadow on the floor. You may 0.2need to increase the Directional light's if you do ( should suffice). Enable Samples 3 Color
and choose a slightly warmer temperature like .Temperature 5000
Scene lit with light portals (with Skydome light) outside of the windows and a representing sunlightDirectional light
To preview how the lighting will affect the scene, you can apply a default shader Standard Surface
override to the scene. This effectively creates a 'chalk preview' of your render and allows you to
focus purely on lighting without being concerned about shading. Alternatively, there is a 'Lighting'
mode in the Debug Shading in the window.Arnold RenderView
Shading
The scene comes with default Phong shaders in Maya, visible in the Hypershade window. These need to
be converted to shaders. Standard Surface
Default Maya scene with Maya Phong shaders visible in the Hypershade window
Reducing the to will disable indirect lighting. This is useful when you Diffuse samples 0 effectively
want to test render direct lighting in the scene and will also be quicker to render.
Diffuse Samples: 0 (disables indirect lighting)
Select a Phong shader and open the Attribute Editor. Select Phong from the 'Type' scroll down
menu and choose Standard Surface. Any diffuse color information will carry over to the Standard
Surface shader.
If the Phong shader has textures assigned to the Color, these will automatically be connected to the Base
of the Standard Surface shader, requiring no extra effort. Color
Floor Shader
A is supplied with MtoA to facilitate the conversion of multiple shaders to shader conversion script
Ai Standard.
Connect the diffuse color map to the of a Standard Surface shader. Base ColorConnect the bump map to the attribute. Reduce the to a small amount like Bump Bump Depth 0.03.Increase the to and reduce the to to give the floor a Specular Weight 0.3 Specular Roughness 0.1 glossy appearance.
Mirror
Assign a Standard Surface shader to the mirror and rename it 'Mirror'.Increase the to . Base Weight 1Increase to .Metalness 1
Curtain
Here, we will add some translucency to give the effect that the curtain is being lit from behind.
Assign a Standard Surface shader to the curtain and rename it 'Curtain'.Increase the to around and enable .SSS 0.5 Thin Wall
Rollover image to see the effect Thin Wall and SSS has on the curtain
Glass Door
Any glass surfaces will need to have ' ' disabled. Otherwise, any shadows cast by the object will Opaque
always be solid and not pick up the refraction color or density of the shader.
Select the window geometry and disable 'Opaque' in the Arnold tab of the Attribute Editor.
Opaque switch disabled for non-opaque surfaces such as glass
Assign a Standard Surface to the glass door and rename it 'Glass'.Reduce the to .Base Weight 0Increase the to .Specular Weight 1Increase to (this makes the glass transparent).Transmission Weight 1Increase the (IOR) to (glass).Index of Refraction 1.5You can also add a tint to the glass very easily by adding a subtle hue to the color. Transmission
Ensure that the polygon face normals are all facing in the right direction (especially important when
rendering glass surfaces with Arnold).
Render Settings
Sampling
For the final render, the settings were increased to 6. Camera (AA)The were also increased to 6 to reduce noise in indirectly lit areas of the room. The diffuse_samples images below show the difference between rendering 2 (default) and 6.diffuse_samples
Rollover image to see difference between 2 and 6 diffuse_samples
Ray Depth
Diffuse Ray Depth
The images below were rendered using a of 1 4 You can diffuse_ray_depth (default) and (rollover image).
notice a clear difference of bounced light around the curtain for example.
Care should be taken when increasing this value as your render times will increase dramatically.
More information and tutorials about removing noise can be found .here
Rollover image to see difference between 1 (default) and 4diffuse_ray_depth
Transmission Ray Depth
You can 'clearly' see the difference in the glass vases when increasing the in the transmission_ray_depth
images below.
2 4
Note that render times will linearly increase with regards to the number of ray diffuse bounces and
therefore care should be taken when increasing this value.
That concludes this tutorial on converting an interior scene for rendering with Arnold.
More information about rendering glass surfaces can be found .here