Maya Arnold StandIn! Millions of Polys Without Crash!

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laughs hello everyone and welcome to another video and this Channel first of all sorry for the last video I messed up my audio settings and the audio was sounding horrible hopefully my voice is sounding really really good right now let me know in the comments if this is now fixed I would really really appreciate it now uh today we're going to be talking about a really really cool thing called Arnold stand ants and this Arnold standings are a super powerful tool especially if you're going to be doing really complex scenes so imagine you want to do like a big city you want to have a lot of like skyscrapers vehicles and stuff like that having to import all of those things here into Maya would definitely like just crash the whole scene so I'm gonna be using two of the models that I did on the free weekend classes that we had a couple of weeks ago which by the way you can check on the live section there were two classes where we sculpted two little Miniatures for um for the piso con which was the the Pathfinder and starfinder like uh convention so we got uh this one right here make sure this is the one there we go so that's a Cobalt right there very cold looking dude and we also did at the guardian which is the like the like the mascot for paiso the vigilance sorry the Vigilant so where is it there we go Vigilant so oh I actually did not want to open cheatbox there we go so if we take a look at both of these objects while vigilance really really big right now but if we take a look at both of these objects you're going to realize that they're really really heavy this guy is half a million triangles and the little Cobalt guy is a 300 000 polygons so if we wanted to render a scene let's say we want to imagine like a um like an army of this Cobalts attacking our poor little Guardian right here standings are a perfect way to do so so the way this works is super easy first of all we need to make sure to set up the proper material for this guy so I'm going to say assign material Arnold AI standard surface and with this guy I'm gonna go for this sort of like a blue hue-ish like rough material something like this and for the cobals I'm gonna assign I'm gonna imagine these are like plastic toys and I'm gonna sign like uh like a Wrath the dark red semi-dark red like desaturated again rough color right there so those are going to be the colors for objects now once we're happy with them we're of course gonna freeze Transformations and on this guy let's start with this one right here I'm going to select the character make sure that he's on top of the grid right there so it is like standing I'm gonna select the guy and I'm gonna go to Arnold scene export and we're going to export this as dot as dot ass I know I know I didn't name these things they did and I don't know why they chose that name but that's the like the termination of the of the file node so I'm going to go here to the standings uh I got a standard folder I'm going to call this a vigilant BG land stand f and we're just going to export selection you can actually export things such as uh animation I'm not sure if simulation but you can export like geometries and all this sort of stuff and we're going to do the same thing for those logo right here so we're going to get him into the center we're going to phrase transformation Arnold scene export and we're gonna export this as an at dot at ass and this is going to be called Cobalt so by doing this we've successfully created the stand-ins for the elements now we're going to start a new scene and I'm gonna load in the Vigilant first I'm going to go here to Arnold we're going to be using this a standing option as you can see we just get this very like super simple bounding box but if we select the bounding box and we go here to the little folder we're going to be able to select the Vigilant and now we get the Vigilant in you're not seeing anything and I know this this might sound like really really like weird but if we go two lights let's just add a very quick Skydome light here let's add our very basic I got the blocky photo studio right here if we just add some very basic uh like lights right there and we render what's going to happen is the vigilance right there so how does the standings work it's really really interesting what's happening is we've basically exported all of the geometry into a file and at render time the software in this case Arnold is going to load that like image or data that file into the render but it's really really freaking fast so if you're going to be doing uh like renders for like um like you're just decimated products from receivers and stuff like that standings are an excellent way to to generate the uh the like the necessary geometry so let's create a plan right here and now what I'm going to do is I'm going to bring in another standard Arnold standing and this as standing is of course gonna be our little Coble right here so we go through this guy right here and here and Cobalt there we go so the bounding boxes you can see displays the the size of the of the Kobo figure in this case what I'm going to do is I'm going to change the options here to shaded just to see where he's facing okay perfect I'm gonna move him to the side let's go right around there I'm gonna go around the character and what I want to do now is I'm gonna morbid Spirit point to the center of the object so the the standing things like this this blocks right here they're pretty much like any any other object they have transform information and stuff like that so I'm just going to move them right here and what I can do now is I'm gonna go back to bounding box so that we don't have to occupy as much memory I'm going to press Ctrl D rotate this slightly and then I'm gonna press shift d to duplicate the rotation and as you can see now I've successfully created a small little army of Cobalts that are surrounding my character it doesn't look like much right now let me save this real quick because even though we're not working with geometry it's still a little bit heavy but look at this like Maya Maya doesn't like it's not even budging because Maya is not actually thinking about all of that geometry all of that geometry is going to be thought of until we get to the render time now if all of this topics are something a little bit of balance for you my friends remember that we have intro to Maya courses and a lot of different courses involving rendering C brush like all the things that you need to know with skillshare hey guys Abraham here I just want to remind you guys that we upload all of our courses to skillshare skillshare is this amazing site where you can access a ton of different content to learn improve and grow as an artist we have all of our courses available to watch and learn from right now in skillshare you can check the description down here and skillshare is offering one free month trial to their premium membership with this membership you're going to be able to access all of her courses and watch and learn all of the amazing things that we cover with all of the softwares so what are you waiting for check skillshare down here below now the Moment of Truth do we are we going to get the result that we're expecting right here and um I've done some tests so hopefully we will now one thing we can do here is we can actually change the GPU or change to GPU render because otherwise the encoding while I'm recording is going to like freak out so let's give it a quick render here and let's see what we get uh let's close this and over here on the render it's loading all of the or it should be loading all of the elements it doesn't seem like it's doing it let's do it again and there we go look at that so at the render time we're getting like each of this was 300 polygons so we got like two or three million polygons right now being displayed on the screen without having any any issue whatsoever now here's another cool thing about all of this guys right here I'm gonna grab again another one I'm gonna do another circle of Cobalts right here so this one's gonna be again let's move the point to the center of the grid and one of the things that we can do is if you guys know we also have the duplicated special inside of Maya so let's say we want I don't know like uh let's say like a like a weird number 27 copies okay so 36 360 divided by 27 gives us 13.3 so if I select that object right there and I say file duplicate or edit duplicate is special and we say I wanna I wanna have 26 copies because I already have one and I want you to rotate them 13.3 degrees and I hit apply there we go we're gonna get a new like whole like line of cobles right there holding our character hostage let's do another one right here I'm gonna push this one again again we need to push this thing back to the center otherwise the the whole thing is not going to work and let's say we want 40 of this on the on the last line so 440 we would need 360 divided by 40 that's a 9. there we go I'm not really good at math so you guys are gonna have to excuse me there so I'm going to say file uh sorry edit duplicate the special and we want 39 copies because we're already have one and we're gonna do nine degrees and hit a duplicate special and as you can see now we've successfully created this whole like Army of Cobalts that is surrounding our character but that's not all I'm gonna grab all of the cobles I'm not going to grab the digit line just a couple's right there and these are objects these are objects like normal objects so what I can do is I can use the bonus tools you guys know about the bone self I've talked about them before if you don't know about them look at the bonus tools video here on the channel I've done a couple of them we're going to go to modify randomized transform Basics and one thing that they can do for instance is I can do a random scale so some of them are going to be really really small and some of them are going to be really really big and that's going to give me a really nice like effect right there I can also do a very slight rotation I'm going to do like a minus five to five rotation on only the y-axis so that some of them are slightly like oh actually no this is not going to work because the pivot Points are on the center so so I'm not going to be able to do that what I can do though now I think that's it I think just with scale should be more than enough now let's grab the plane I'm gonna push the plane up a little bit so it's just so that we get like some overlap with the with the floor of the of the characters right there and let's save real quick let's go to our shotgun we don't have a shotgun so let's create a camera panels neutral selected we're going to create a very very cool like shot right here where all of my Cobalts are about to attack the Vigilant right there on the center so imagine like a full Army of creatures about to attack well if this is uh hopefully this will work as I'm expecting this to work I'm going to say Arnold a render and let's wait for this to work there we go look at that beautiful beautiful beautiful beautiful so again at render time and look how fast that was 0.1 second or one second it took the whole thing one second to loading the references from all of this elements and the render is done it's just done let's go to um our camera right here let's go to Common I'm going to change this to one or 1080 there we go and on the Adaptive sampling I am going to enable adaptive sampling I'm going to say something like six so that we get a little bit of a cleaner effect and now if we render we're gonna get more resolution but do you see how fast this loads because again you're not asking Maya to send all of this information into Arnold for Arnold to render Arnold is already going for that information into the file and it's getting this like ready ready to go I mean this looks freaking good uh I'm gonna rotate this guys a little bit so that he's facing us I'm not sure why the outliner is behaving like that I'm not sure if I'm pressing something on my keyboard or something there we go let's do another render right there perfect now you guys want to bring this to the next level let's do a little bit of a cinematic shot right here now right now these guys are not textured but you can do this with textured characters like all of the textures that you connected on the original ass file will be transferred to this ass stand-in so if you already have a character again that's rigged moving or whatever you can export this ascendant and it's a great great way to optimize your scenes this is something that I recently discovered by the way it's not something that I knew from from a long time ago it's very very new but I'm really really impressed with the things that you can do I'm already imagining all kinds of things that I can do with this to um to make my whole process a lot faster now keep in mind that all of this information will be saved on the file on your system so that might make a little bit uh like what's the worst like um uh you're you're getting more like storage uh effects there we go so we're gonna go for a sort of like Sunset effect I don't want to see the the camera or I don't want to see the hdr on the camera so we're gonna go with something like this there we go uh you can of course move any of this individually if you need to and then I'm going to add the light so Arnold lights area light I'm going to add an area light coming from over here again kind of like like a sunset sort of effect it's going to use color temperature to make this warmer right now we're not going to see anything why are we not going to see anything because as you guys know when we're working with exposure we definitely need to crank the exposure quite a bit so let's do like a minus 15. sorry not minus 50. 15. there we go so now we're getting this very very cool again Sunset effect on the on the back of the characters uh I think I'm gonna I'm gonna make it a little bit softer so I'm gonna push this to the side a little bit like this and then I'm gonna do a little bit of a replacement here let's do a rim light the rim lights are always cool so I'm gonna add another one of the slides on this side a lot softer this one's going to be uh like cool so we're gonna bring a cool color right there we go just to just to give some some highlight to this guys over here and now I'm gonna replace he's got a like a crystal on its hands I'm going to replace that with a little sphere I'm gonna go to the standing and I'm gonna turn on a shaded so that we can see where the character is that way I can grab my sphere right here and I can position my sphere on top of the crystal and then that sphere I'm going to change it I'm going to make an Arnold lights I'm going to make a mesh light I'm gonna make it use color temperature I do want to like make the light visible and I am gonna make a really really cool so now we've increased the exposure again to something like a 15. it's going to look like he's like casting a magic spell or something let's wait for this to update and what we should see right there it's again just a like a sphere covering that guy and generating a very very cool effect hopefully this doesn't crash because I didn't save uh let's stop that one right there let's close this let's save before anything bad happens there we go and let's do another render okay let's just give it a little bit of time for this thing to compile which things as you see right here it's compiling shaders now we're using something a little bit more complex which is this mesh light uh but yeah as soon as this is done we should get a very very good result so I'm gonna stop the video real quick oh there we go cool that's the the problem was the perspective let's go over there there we go look at that so now we get a very very cool effect um of course going to go to the mesh layer I think 15 is a little bit too much let's go back to 12. and let's render that looks a lot more like that actually that looks still a little bit too much I would say like he's gonna go blind so let's go to like a 10. that's way more manageable there we go cool so so yeah that's pretty much it guys now if you guys want uh just a quick reminder well actually we got a couple of announcements so thank you for holding or hanging on till the very end of this video first thing we got portfolio review this weekend so if you want to submit your portfolio the link for Google Drive is down here and we also have the Discord channel available so you can submit it there second thing this models that you're seeing right here are completely free they're available for free and you're gonna find a gun rope link down here you can go to gumroad and you're gonna find this models as well available for free I'm gonna tweak a little bit with the red we're going to play a little bit with the render to create something um a little bit more interesting but yeah Arnold standings the uh file format looks very very weird it just says ass but uh it's super super handy my friends so hopefully you guys will introduce this into your workflow as well and um that's pretty much it remember if you want to support the channel if you want to support us make sure to leave a like share subscribe and check our premium courses that you can find as well down here in the description thank you very much my friends I'll see you back on the next one bye
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Channel: Nexttut
Views: 3,272
Rating: undefined out of 5
Keywords: maya 2018, zbrush tutorial, maya tutorial, nalini kanta jena, character sculpting, zbrush sculpting, zbrush turorial, beginner zbrush tutorial, human anatomy zbrush, modeling tutorial
Id: QRQJoIK1Ejc
Channel Id: undefined
Length: 15min 25sec (925 seconds)
Published: Thu Jun 08 2023
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