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Arnold renders the Z-channel AOV, which automatically calculates the distance information of the scene and saves it to the alpha information of the image. The shuffle node extracts the alpha channel of the image and converts it into RGB information (if the Z channel and color are in an exr, extract the depth channel) grade Reduce the value of gain, at this time the depth information of the image has come out, in order to facilitate use, connect an invert node so that you can modify the image according to the traditional Z channel usage If you only want to use this Z channel to make depth blur, there is also the following usage. The shufflecopy node copies the alpha channel of the Z-channel image to the depth channel of the color (e.g. if the Z-channel and the color are in the same exr, this step can be omitted) The zblur node adjusts the focus plane, depth of field, and blur level. The above method uses Arnold's built-in AOV preset to render the Z channel, and the lower method is the traditional Z channel. That is, a black and white diagram of the RGB data type The following is the connection method of the shader Create a new layer to assign to the object, or create an AOV to connect it, by setting the closest distance between the Old Mix scene and the camera, and the farthest distance between the Old Max scene and the camera, you can render a depth channel of black and white information.
Arnold defaults AOV Z Advantages: Automatically calculates the distance of the scene, if the scene object has a transparent map, it will calculate the transparent Z channel without more settings (sometimes the calculation is not very ideal) Disadvantages: Most people are not used to the way it is used in Nuke, such as switching to the traditional use method, you need to connect several nodes, and you can't preview it in Maya, you can only use the EXR format Z channel connected by the shader Advantages:
As with the traditional usage method, you don't need to be familiar with it, and you need to use it right out of the box Disadvantages: You need to give your own value according to the size of the scene, and if you encounter an object with a transparent map in the scene, you also need to modify the connection of the shader.
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Excuse me, landlord. Have you figured out how to connect? Bump doesn't know how to connect either. Is it that the software is cracked and some are not fully functional?
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AOV channel is the layer you said,Some basic layers can be added by default,Special ones need to add some attributes,It's more troublesome than mr.,I can only say roughly.,It's not clear at all.,I suggest you take a look at the relevant basic tutorials.。
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The Arnold renderer is a physics-based cinematic rendering engine developed by Solid Angle SL. It is being used by more and more Hollywood studios and studios as the lead renderer. [1]
arnold and mental ray rendering effects.
Arnold is a high-level, cross-platform rendering API. Unlike the traditional Scanline renderman for CG animation, Arnold is a realistic, physically based ray-traced renderer.
Arnold uses cutting-edge algorithms to make the most of hardware resources including memory, disk space, multi-core, multi-threading, SSE, and more.
Arnold's design architecture can be easily integrated into existing production workflows. It is built on a pluggable node system that allows users to extend and customize the system by writing new shaders, cameras, filters, output nodes, procedural models, light types, and user-defined geometry data. The goal of the Arnold architecture is to provide a complete solution for animation and VFX rendering.
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arnold
It's powerless renderer, aovs
It's based on the hierarchical calculations that are calculated irrationally, so you don't need to manually set nine to separate the information you need, you just need to put it.
Direct diffuse and indirect diffuse are added and they will be automatically separated after rendering.
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The problem is that the Maya file is missing the map, and if you ignore the error, it can be rendered, and by default, arnold can't render if it recognizes that there is a missing map. It's a good idea to be able to identify all the textures.
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Estimate the setting is wrong, try again.
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If you want to learn systematically, you can consider signing up for a live online class, and recommend CGWANG's online class. The teacher speaks carefully, you can watch it back after the class, and there are also the same type of recorded classes that you can learn for free (give away lifelong VIP).
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There is an Arnold Renderer label in the Arnold renderer render settings, open it, find the background under the environment, click on the checkerboard to create an AISKY node, and then create an HDR environment map on the AISKY color.
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Create a Ball Paste the environment on the ball as a background.
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