Intro to Arnold aiStandardSurface Material using Maya 2018 (1/2)

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hey guys is Monica at academic Phoenix plus and today I wanted to go over the Maya 2018 our note surface shader Arnold surface shading is much more advanced spelling and Lambert's that were used to in the past so I'm gonna go over the particular attributes but first let's talk about what exactly is the Arnold shader and why it's it so special the reason why it's special is because it uses real reflections and real attributes of real objects so for example when you look at an item you're gonna look at the surface and the first thing you'll notice is probably the color and then after that you're gonna we're gonna analyze the reflections and then which is the light that actually bounces back in a particular angle and then we're also going to see how it for fraks and how glossy it is and then finally if the light actually penetrates or you can see through it and also if there's light scattering so for example if light comes in and scatters or if it if there's light in the back will it be able to go through and see a shadow behind it so the Arnold shader is much more complicated but it's also accurate so this is how we see light and this is how we see the objects accurately so let's take a look by the way you can download this scene in academic kleenex plus calm I created the scene just for this exercise so you're more than welcome to go ahead and download it and take a look so i've already set up the lights and already set up a few things for you so when you open up your scene you're gonna see that we have some lighting already set up used by a dome and we have what's this these shader balls that's actually what they're called it's a shader ball so let's go ahead and select some of our objects here and we'll start off with the default shader i'm gonna right click assign new material i'm gonna go to arnold and here's an AI standard surface go ahead and select that and let's see what that looks like right here i'm gonna zoom in select press f so when we take a look at the Arnold shader you're gonna see that we have a base specular transmission and subsurface they said therefore we're gonna cover today so right now we're just gonna tackle the base which is the color now specular as you can see it's got a lot of highlights but I'm gonna go ahead put a zero on that weight which means that it's going to turn off the specularity for now and I'm just gonna folk on the color alright so this is the weight what the weight means is how much of the color are we going to see for whatever reason my always starts off with 80% of the - of the shader so that's okay I have a tendency to just go ahead and crank it up to 100 now in this case because it's white and the lighting may be a little it might be blowing it out a little bit but this is a great way to control your shading so for example your lighting is beautiful but you have one object that's blowing out you can control that not by changing the texture but you can actually control the weight so as you know when you click on color didn't you can change the color of your object now I feel like my light is getting blown out here so I'm going to show you how to fix that I'm gonna select the dome and over here I have intensity I'm just gonna go ahead and release reduce it to 1 and then see what that looks like so I'm gonna close this open it back up so that's looking a little bit better now that we have our color we can definitely plug in a color going back to here we have this thing called a diffuse roughness and what its gonna do is that it's gonna pretend it has a little bit of micro geometry in it so we can increase the roughness and what it's going to do is kind of spread out the diffuse and the color so it's not so perfect we can actually control how much of the diffuse is gonna be really strong or not so strong so the default of course is always zero but you can always play around with the roughness and finally we have metalness metalness can be a little bit confusing because metalness and specularity are very similar with reflections however when I crank up this value all the way up to let's say 1 you'll notice that the material is still picking up the color of the steel metalness is influencing the color it's not about the reflections it's about what the material looks like so for example if I wanted to create something that was metallic like Chrome or a Christmas ornament or anything that's really metallic and colorful like this you would want to control it with metalness also notice that the reflections are changing color so notice that diffuse roughness disappears when I crank it up to 1 but let's go ahead and bring it down a little bit and just kind of play with the attributes now I'm going to increase the roughness so the color starts changing and you can see that it's starting to rough up the color a little bit so these are all the things that you can control using weight color diffuse roughness and metalness alright I'm gonna crank it up to one just because it's such a cool look and let's go to the next one now we're gonna take a look at specularity by the way I should label these so I'm gonna go over here and I'll call it color because we're working on the color with an AI standard alright let's go ahead and take a look at specularity I signed a new material right click assign new material Arnold AI standard alright I'm gonna call this one specularity okie dokie let's see so this is the default so I'm going to turn off the color I'm gonna go to zero and I'm gonna take the color all the way to black as well so what this does is that it's turning off everything the only thing we're gonna see is the specular I really don't want anything else to affect that just the specular so you can see the difference between this reflection versus this is actually reflecting white light so anything metallic has a tendency to change the specularity color and regular objects have a tendency to just reflect white light so just keep that in mind so that's the big difference between the two alright so same thing with this one we have a specular weight so if we wanted to control the weight we can always reduce the specularity so this is one way of reducing how shiny and reflective this object is and of course if I change the weight to zero this is what it looks like pretty sad but let's go ahead and bring it back up now you can change the color of the specular so we can go ahead and change it and you can see that the highlight is now changing the color so we can get a similar look as metalness but this is actually the reflection from the environment controlled by light bouncing versus this is actually just a color alright so we can change the color and by the way this is how you create gold you change the color of make that little brighter and of course increase the metalness if you change the specular color to yellow and the color to yellow or increase the middle miss you can get whoops you can get gold all right so just keep that in mind I'm just hopping around here but anyway I just thought that was kind of interesting so the roughness is fun I'm gonna change this back to white so we can see what it looks like the roughness already has a point one which means that it's going to again it only has about 10% of the roughness that it could get which is the micro geometry that it's going to fake so if I increase the roughness you're gonna see that it starts to break away the the reflection so it's not as reflective so I'm gonna click on this and just make it click I don't need to render everything just this one particular scene so if I increase the roughness all the way to one it becomes almost like a Lambert it has no reflectivity whatsoever and it's pretty matte not very many objects have this I mean you can see it's get a little bit of noise but most objects have a little bit of specularity so you might we probably don't want to go all the way to one I Oh R stands for index of refraction this is actually considered the frontal effect this is a huge debate about an industry is it called Fresno friend all for now it's like way come boys there's Rackham like which one is it and I remember asking a welcome industry person and a representative whacko and now ask them how he's pronounced and they're like well they don't really feel comfortable answering that question because it's such a big fight over it anyway I just thought I wanted I thought it was funny so it's basically what controls how reflective the object is now it turns out that objects are more reflective on the side because light bounces more on this and we get to see the reflections or the light bounces more around the corners then when it faces us directly so have you guys ever stood in front of a play and you see the reflection of the trees you can't see the bottom of the lake when you look down you can see the ground of the lake so that's because of the way light is bouncing so you can control that using this it really depends what type of material it is you really have to analyze it but the more reflective it is on the side the more of a index of refraction you want and then we have an ostrich where is the direction of the specular so I'm gonna go ahead and crank it up can you see how it's starting to stretch out of reflection what it's trying to do is fake a brushed metal so when you're creating metal it has a tendency to create grooves at a certain direction and because of that it creates this really cool looking specular so it has a tendency to like stretch it out so it really depends which way the direction is going so if I crank it up all the way to let's say nine point seventy and then I start rotating it I can control which way the direction of the specularity is gonna go so I definitely encourage you to play around and see what you can come up with alright so that being said I'm gonna go ahead and reduce it a little bit and maybe increase the endoscopic a little bit kind of like it the way it's going maybe a little bit more of a rotation just kind of make it dramatic and I'll leave it at that that is specularity and hopefully that makes sense I think that's a good place to stop the next video we're going to talk about transmissions and subsurface that's when we really get inside the shader and push the materials even further thank you so much for listening I really appreciate it don't forget to subscribe to my channel take a look at academic Phoenix plus com you can also download these shader balls and play around with the materials as well let me know if you have any questions by leaving a comment down at the comment section below thank you so much for listening and I will see you next time
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Channel: Academic Phoenix Plus
Views: 125,086
Rating: undefined out of 5
Keywords: aiStandardSurface, material, basics, arnold, maya 2018, autodesk maya, hypershade, hypergraph, how to, aiStandard, arnold shading, shader, shader ball, texture, cg textures, cg design, 3d model, 3d textures
Id: EHwxjbu5Nb8
Channel Id: undefined
Length: 10min 15sec (615 seconds)
Published: Sun Nov 12 2017
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