Tag Archives: aiStandard

5 Useful Python Commands

useful_python_maya_commands

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.

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Custom Fresnel curves in Maya

custom_fresnel_curves_maya

So, we all know about fresnel reflections, objects reflect more at grazing angles. A few years ago we would use the facing ratio and a ramp to achieve that effect, and then reverse the result in the diffuse to keep somehow a physical based workflow. With more recent shaders and render engines we can drive the reflection with the index of refraction (ior or n) which works great for dielectric materials (plastic, wood, etc) but for metals the index of refraction is a bit more complex and very few render engines have gone through the trouble of writing those more complex reflection formulas. The question is: does it make any difference at all? Can’t we just tweek it until “looks good”? Sure we can, after all it’s all about art, making it look good, and realism is not always pleasing. So don’t take this too serious, but in the end you might learn something.

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Clay render with ambient occlusion, wireframe and specular

clay_render_arnold

Turntables, wireframe renders or even playbasts are some of the possible ways to show your work in a breakdown. Everyone has their own way to do it. In this post I am going to show you my aproach, which consists of combining ambient occlusion, wireframe and the clay base grey-ish shader.

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