How to Create a Look Development rig with Area Lights | Maya and Arnold lighting Tutorial |

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In this tutorial you will learn how to create a look development rig with area lights from start to finish. I am using Maya and Arnold for this particular tutorial. But the fundamentals can be applied to any software and render engine of your choice.
#Swats_tuts​ #Maya​ #Arnold

Check out my other tutorials here:

00:00 Intro
08:02 grey-chrome balls
08:24 camera
11:01 dome light
12:53 render settings
14:55 aov's
16:24 key light
22:02 fill light
24:51 rim light
28:41 adding softbox textures in light
31:36 adding multiple HDRI's to rig
36:22 organizing outliner
39:14 creating turntable
41:30 some exra thoughts on rig
45:55 changing the lighting contrast
49:31 Thank you
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Thanks, that was really helpful! I will try and reproduce this! ❤

evandrovsilva
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Thanks for informative tutorial. Very useful rig!

clickrseye
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Thanks for the Tutorial and Rig. Which is very Useful.

ragul
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If you have a realistic model with a lot of details, it looks good no matter how you light it

康大爷
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Hello swats, U are doing a great job. I tried it was really working super good. At next iam planing to connect HDRI switch ctrls and rig scale in main Ctrl. Thank you, Wishing you merry Christmas and happy new year 🎄

surendharmadurai.
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Thank you very much for the tutorial! The one part I’m confused about is after I add the aiLightdome and render, when look at my diffuse-direct AOV, the render is completely black (totally different than my diffuse-indirect AOV which does show the lighting that comes from the aiLightdome). How are you getting diffuse-direct lighting to register that strongly? I have the gray material set up exactly like you have in your previous tutorial. I am using Maya 2017… so maybe that’s a factor. I don’t know! Thanks in advance!

michaelbonanno
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Hi Swats, thanks for your sharing. It is a really good tutorial whicih teach me a lot. Here I have a question if you can help me to figure it out: I am curious about how did you choose the size of area light during set up lookdev env. Different size of area lights would cause different specular. How could you make sure that if you tweak roughness under these specified area lights, then the result would also be good in other types of environment. Thanks!

ycyuchen
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Thanks. Could you please show how to use the Latlong Rotopaint [Toolset] in Nuke to clean the HDRI from direct light? I'm having a hardtime figuring out how to turn the latlong into cubemap, paint it, then turn it back again as latlong. By the way when done, do I save the hdr as sRGB or linear (output transform in write node)?

xyzz
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Great tutorial! Very hard to find this kind of information. By the way, what software are you using to display that keyboard press on the screen?

artomedes
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When you reduce the exposure in the HDRI Dome Fill Light to adjust the lighting contrast ratio, Do you have to increase the exposure on each light to rebalance each of them back to getting a 0.18 Luminance value? you did say you'd have to compensate with the exposure of the area lights, but i'm not completely sure what you meant by that.

factarchive
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Content is really informative but first let me set-up my pc😅🤭

reqmwalt
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when calibrated the exposure of each area light, why do we make each one have a .18 luminance value on it's highlight? shouldn't the overall luminance highlight be .18 so that that's the highest value? if i set all my area lights to be .18 luminance then my overall luminance highlight is closer to .243? should we not adjust each light to get a highlight closer to .18 like with the hdribl setup?

factarchive
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do you have any advice for getting rid of the background banding?

peterrandall