One more week till my next semester Matte Painting class starts. Continue reading “New Matte Painting Spring Semester”
Winter Semester at CGMA has just finished. I had a fabulous time with this semester’s students. Lots of questions on the industry and how to navigate within it. Continue reading “Winter Semester Students work”
It’s been a little while since I’ve talked about Allegorithmic Substance Painter or Designer. Substance painter has taken over the game industry as the premiere package to texture assets. Now they are focusing on Live Action and Animation industries. Substance Painter is a PBR (Physically Based Rendering) based Texturing software. Continue reading “Substance Intro and Live link”
We all know our jobs are getting more and more complex. There is an ever increasing amount of skills, training, and development needed in VFX and Animation. But when is enough, enough? Continue reading “When is too much, too much?”
What I wanted to go over today is rendering with Arnold in Maya. I’ve had people ask me about it since it’s replaced Mental Ray as the standard renderer a while back. Continue reading “Arnold Environment Lighting”
In Redshift and Maya to create a double-sided material shader, for a translucent leaf with the Redshift Rayswitch and Sprite nodes. The Rayswitch node always us to made a double sided shader, and the Sprite node always us to cutout our object correctly.
I used a generic SpeedTree Broadleaf tree for this test.
Part 2 on MASH.
Last week I did a general overview on MASH. I’ll go over more of the networks.
Today I’ll delve into the Placer node. Continue reading “MASH – pt2: Placer node”
MASH is a procedural effects built into Maya around 2016. It was originally created as a versatile motion design animations with procedural node networks. People began using it for much more. It’s development within Autodesk shows it as well. Now, it is equally used as a very capable scatterer. Continue reading “MASH”
Redshift proxies are pretty similar to Mental Ray proxies.
Proxies are great when you are using a ton of objects in your scene (like a forest). If they were all live this amount of geometry would start to choke your view port. If they are proxies the object and it’s material is cached out, and then deferred to when you go to render. Continue reading “Redshift proxies”
I finally got to messing around with the Redshift Volume node. It’s pretty straight forward for the most part. Under Render Settings, the Output tab click on the Environment – Atmosphere checker box. Continue reading “Redshift Volume & Fog”