Lighting

Basic Render with Arnold

Polish a display 3d object:


Delete history of all geometry before Group/Combine them
Select the Group in Outliner → Go to Animation tab → Visualize (top bar) → Create Turntable box → number of frames 150 (A TrunTableCamera is created in the group)
Change the perspective to the turntablecamera (now timeline makes a turntable animation)

Render Setting:

To Render Tab → Render (top bar) → Render Setting
Sampling suggestion:
Camera AA 6
Diffuse 3
Specular 4
Transmission 5
SSS 2
Volume Indirect 2
go to Render (top bar) → Render Sequence box → Choose current camera → Render sequence and close (image save in Image folder of Maya)

Type of Arnold Lights:


Area Light:
In attribute, LightShape tag, main control are intensity, exposure, and samples.
If tick normalize, light size/scale will affect the highlight/shadow area on object.
Light Shape as Disk, good for studio portray for rim light to separate background from foreground

Skydrome light:
Whenever use Skydrome HDRI light, go to its Attribute, set Color Space to Raw (avoid too much
contrast/overblow area)
If using as interior, also create a Light Portal → in Skydrome attribute, Portal mode: interior_only

Photometric Light:
For IES light (lamp light distributed in a room) setting/design, use this website for reference:
In its attribute → Photometry File → choose the IES downloaded file
To reduce noise using IES light, move the photometric light away from nearby surface in the scene

Spot Light:
In its Shape attribute,
Light Effect → can tick Barn Doors if needed;
Decay Regions → tick Use Decay Region (for the light lose its energy per distance)
Spot light attributes → Decay rate: Linear/Quadratic → then adjust intensity of the light (more realistic as in normal life)
Go down the attribute menu → Arnold → change color temperature (different location than Area Light);
If increase the Radius (still in Arnold tab), it softens the shadow
Cone angle and penumbra angle: control falloff of the light

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