In this video we show you how to properly set your 3D camera to match the real world camera, either by using the original sensor size or the crop multiplier in the focal length. This video is part of the CG Generalist Course.
If you been following Grant Warwick’s Mastering Vray series, you certainly reconsider procedural texturing. But 3ds Max users have some powerful noise shaders/textures, like the Bercon noise, which as far as I know it’s not available for Maya. In this post we are going to explore some 3rd party noise textures, part of the alShaders library, that will give you more flexibility than the standard noise/fractal textures.
In this post I will share 5 python commands that you can use in your scripts or in your daily tasks inside Maya. Things like renaming transform and shape nodes, query material connections or manage your lights attributes. Really simple to understand and ready to use in the script editor.
We all have watched and read about linear workflow dozens of times. We’re not talking about linear workflow again, this time we will see how to convert your default sRGB textures to linear inside Photoshop, and understand how Photoshop deals with color profiles. This video is part of the CG Generalist Course.
So recently I had the need to convert some Arnold materials to Vray. The aiStandard uses the Schlick’s approximation under the “reflectance at normal” attribute, similar to the Mental ray’s brdf control, the difference is that in Arnold you only have control over the 0 degree reflection, not 90 degrees slider or brdf curve control like in the Mia material. But, VrayMtl doesn’t have any other control for reflection falloff other than based on IOR, so having the background on the Fresnel formula implementation with remapValue node and sampler info, the Schlick’s approximation should be easy enough to implement and attach to a VrayMtl. In this post I am going to share with you the Schlick approximation formula in python and how to get around some issues.