Arnold Tutorial - Using the mesh_light in MtoA
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- Опубліковано 10 лют 2025
- This tutorial shows how to use the mesh_light with motion_blur and atmosphere_volume to create a long exposure lighting effect.
Mesh lights: help.autodesk....
Motion blur: help.autodesk....
Atmosphere volume: help.autodesk....
#arnoldrenderer #arnoldrenderer #maya #shading
Damn! How you even came up with that idea :O So cool, thank you!
Griggs number 1, paintFX still strong, get Duncan to remake them in bifrost
Very interesting technique. Thanks for sharing!
Thanks, very cool!!
Creative idea thanks!
amazing....👏
How do you enable this hotkey menu that pos up floating in the screen?
ctr+F
Where to get that model?
Look so cool! How can I open this menu in minut 0:58 ?
He's using the plugin Cosmo for Maya. Once installed, Shift + Tab (on a Mac).
3delight manage to have mesh light (geo) that produce the same amount of noise as a normal light. Will anorld ever manage to have mesh light that produce the same amount of noise as a normal light? That would be great
Cool. I follow your videos a long time ago. But I never saw one where you explain the best ambient occlusion Workflow. I don't understand why occ is not an AOV. So maybe you can make a tutorial about the optimal occ output Workflow?
I never use it tbh. It's quite an old fashioned technique. In what situation do you use it?
@@LeeGriggs I think in every rendering :-) why it is an old technique?
@@markusbaumeister8315 You shouldn't need to use it with Arnold. Why are you using it?
@@leegriggs6173 I think because I do it since I made 3d. But interesting... Why I don't need it? Maybe that is a topic for an Arnold tutorial :-D
@@markusbaumeister8315 create a custom AOV and ADD AO shader to it done!!!
where is new arnold?? you are lagging behind your competitors
How would we do this in Houdini or Katana ?
Why arnold doesn’t focus on 3ds max tools?
ᵖʳᵒᵐᵒˢᵐ
What I came here to ask - is Arnold still the only renderer that you can't turn off cast-shadows from the mesh light's mesh?! Do I still have to render every single mesh light on its own damn layer to avoid this?
wait wtf? They deprecated the shape node / Translator / mesh_light just a couple years ago, you're supposed to do it from the Light tab now. Make up your damn minds