By the way, if anyone is trying this tutorial with Arnold 5 or later, his method of adding the logo isn't ideal, because the shader forcibly caps the diffuse + transmission to a total value of 1, so either the logo is barely visible, or the glass isn't fully transmissive. There are several ways around this. The method I chose, because it required the least amount of doing from where I was in the tutorial, was plugging two Arnold standard surface shaders into a mix shader, setting the mix node to "add," and then have one surface shader only have diffuse, with the logo plugged into the base color, and the other have transmission, specular, and the other properties of the previous glass shader. Then plug the mix shader into the shading engine previously held by the glass shader. The other methods require you to make all areas that are not the logo completely white, and then plug in the color map into transmission color, and a black and white weight map to plug into the weight component. You can do it with UVs, but the problem is that you have to forgo Arvid's use of the UV manipulation in the aiImage node, because otherwise some areas are black, and you have to go through the process of carefully placing the logo so it lines up right with your UV setup. Otherwise, I think you can use a perfectly white flat shader and mix it with the logo texture, but that might also take a bit of work.
I just figured out a flaw with my previous method. The diffuse on the other shader doesn't transmit through the glass. To get around THIS, I can just plug in the logo mask to an aiColorCorrect node, then that into the transmission weight of the glass shader, or if you have another transmission map, plug it into an aiComposite node with it in multiply mode.
Hey Arvid, beautiful tutorial; thank you so much! so far i've fount your tutorials extremely useful, i've fount use cases for all of them. i've modeled a watch and right now i'm using the Anisotropy tutorial to create the brush meal finish. I'm now wondering if it would be cool to use some smudges one the glass; like just a bit, so subtle it still looks new.
Noob here. so very difficult to understand all nodes you are connecting one after one. But, very very useful videos you are making for Arnold as we do not have much lesson out there about it. Could you please make a video about how you place light settings in your scene? It will be much helpful for the beginners...Thank you in advanced.
Hey, Arvid, I had extensive problems with aiImage when I get the scene to other artists/farms, they never reconnect, they are not recognized like an image node at all, all paths do not update, like it would with a simple file node, any production tips or workarounds you use ?
What kind a node would you ideally recommend instead of alcombine. I'm currently trying aicomposite but not sure if that's the way to go for combining spec maps in Arnold5.
Hey Arvid!, I've been following your video must say are really helpful!. But im having this issue when I work with refraction. I'm overlaying different refracting objects with attenuation color (it's a jelly candy with sugar) and the result of the intersections of both is the color of the background :S Do you know what could be happening?? thanks!!
Hello Arvid... Very inspiring tutorials. I have one question... How do we get custom reflections using shadow catcher in arnold?I want reflections on shadow catcher to be blurred out like as on a polished wood. Please guide me through that. If there is a live image and there is a polished wooden table , i need an object placed on the wooden table with the reflections accordingly.
would you please dedicate one video for "Volume Collector", i'm trying to understand the Volume more inside Arnold.. for example the fluid to be rendered inside Arnold gives so much different result from software and mentalray.
One after another, fantastic tutorial once again, Arvid! Can you please tell me how you set up your group name to be red and green in the outliner ? It's not featured here, but in your other tutorials you occasionally label them with colors, like --GEO-- in red text, etc.
Its a maya17 feature. On the transform node in the Attribute Editor under display there is a color slider and a checkbox to enable outliner colors. Hope that helps, if not I will show it in the next tutorial. Thanks
Thanks a lot for the tut. Was using maya 2018. there is no aistandard in it only aistandardsurface. also no way to check fresnel box - could not find it in 2018 ver. seems like a big difference between arnold in 2017 and 2018?
Hello Makc you have a new version arnold they changed node aistandard to aistandardsurface i can send you tutorial how to make glass with aistandardsurface they also remove aiskin and replaced it to aistandardsurface
SeanDlrishBastard i don't know the shortcut but, 1234 didn't work but you can right click on the grey part of the node and select show all attributes. or another way: just click the checker next to the attribute add a filenode and now you can see it. just connect it and delete the file
Yes, I just found out about show all attributes. Also, I think there is another way and Arvid probably did that: When you right click the node there is "Edit Custom Attribute List" and there you can select you custom attributes for the node which should appear when you press 4 on the keyboard. 1 should be show node only 2 show only connected 3 show all inputs 4 toggle show all/custom attributes or something like that, I'm not 100% sure. Thanks for the quick response anyway.
hello, I also have the same problem; I created 2 shaders for the logo and the other for the glass. I used a mix shaders but I did not understand if the alpha part of the logo should link it to the opacity of the logo or the mix. if I connect alpha to shader opacity the render time is very long
Joe Rule just because it's an Arnold node, and it has the uv controls already implemented. But not a real reason though. Keeping everything in be same universe
Hi Arvid, great tutorial! Thank you. Would you mind pointing me to the source of the 3d model of the glass? I would like to maybe purchase it so I can follow the tut.
That's no longer needed in the latest version. Alpha texture File Out Color Node -> aiColorCorrect Input node -> Out Color R -> Specular Roughness aiColorCorrect Multiply color -> Roughness value.
how to get (alremapfloat) (alcombinefloat) (alcolorspace) .... in Arnold 5 or there is another altertnative nodes for this. and how to get al shaders in arnold 5
By the way, if anyone is trying this tutorial with Arnold 5 or later, his method of adding the logo isn't ideal, because the shader forcibly caps the diffuse + transmission to a total value of 1, so either the logo is barely visible, or the glass isn't fully transmissive. There are several ways around this. The method I chose, because it required the least amount of doing from where I was in the tutorial, was plugging two Arnold standard surface shaders into a mix shader, setting the mix node to "add," and then have one surface shader only have diffuse, with the logo plugged into the base color, and the other have transmission, specular, and the other properties of the previous glass shader. Then plug the mix shader into the shading engine previously held by the glass shader.
The other methods require you to make all areas that are not the logo completely white, and then plug in the color map into transmission color, and a black and white weight map to plug into the weight component. You can do it with UVs, but the problem is that you have to forgo Arvid's use of the UV manipulation in the aiImage node, because otherwise some areas are black, and you have to go through the process of carefully placing the logo so it lines up right with your UV setup. Otherwise, I think you can use a perfectly white flat shader and mix it with the logo texture, but that might also take a bit of work.
I just figured out a flaw with my previous method. The diffuse on the other shader doesn't transmit through the glass. To get around THIS, I can just plug in the logo mask to an aiColorCorrect node, then that into the transmission weight of the glass shader, or if you have another transmission map, plug it into an aiComposite node with it in multiply mode.
Found some issues with this tutorial, but hopefully this wil solve them!
Incredible! So many tricks and useful advice in just one video... Thanks!
Good job. Very informative and detailed tutorial!
awsome work!But I have a question to ask.Have you try to use alcellnosice shader as bump?I tried many ways but failed at last!
Thank you! These tutorials are amazing.
Hey Arvid, beautiful tutorial; thank you so much! so far i've fount your tutorials extremely useful, i've fount use cases for all of them. i've modeled a watch and right now i'm using the Anisotropy tutorial to create the brush meal finish. I'm now wondering if it would be cool to use some smudges one the glass; like just a bit, so subtle it still looks new.
Super nice tutorial!! Thanks for your time and for sharing your knowledge
Big thanks for this superior tutorial !
Great tutorial. Loved it.
excellent! Hello i would like to know if for global lighting you also used a dome with a hdr map?
Noob here. so very difficult to understand all nodes you are connecting one after one. But, very very useful videos you are making for Arnold as we do not have much lesson out there about it. Could you please make a video about how you place light settings in your scene? It will be much helpful for the beginners...Thank you in advanced.
Hey, Arvid, I had extensive problems with aiImage when I get the scene to other artists/farms, they never reconnect, they are not recognized like an image node at all, all paths do not update, like it would with a simple file node, any production tips or workarounds you use ?
PLEASE DO THIS WITH ARNOLD 5!
What kind a node would you ideally recommend instead of alcombine. I'm currently trying aicomposite but not sure if that's the way to go for combining spec maps in Arnold5.
It depends how you want to combine them..blending them would be a aiMix, adding subtracting etc would be a combine node
Arvid Schneider great fast answer thank you and keep up the good work :)
gr8 eye on arnold!!
any chance for caustics / layered materials tuts, it will be gr8
by the way the sampling course was super useful (Y)
Hey Arvid!, I've been following your video must say are really helpful!. But im having this issue when I work with refraction. I'm overlaying different refracting objects with attenuation color (it's a jelly candy with sugar) and the result of the intersections of both is the color of the background :S Do you know what could be happening?? thanks!!
Hello Arvid... Very inspiring tutorials.
I have one question...
How do we get custom reflections using shadow catcher in arnold?I want reflections on shadow catcher to be blurred out like as on a polished wood. Please guide me through that.
If there is a live image and there is a polished wooden table , i need an object placed on the wooden table with the reflections accordingly.
would you please dedicate one video for "Volume Collector", i'm trying to understand the Volume more inside Arnold.. for example the fluid to be rendered inside Arnold gives so much different result from software and mentalray.
One after another, fantastic tutorial once again, Arvid! Can you please tell me how you set up your group name to be red and green in the outliner ? It's not featured here, but in your other tutorials you occasionally label them with colors, like --GEO-- in red text, etc.
Its a maya17 feature. On the transform node in the Attribute Editor under display there is a color slider and a checkbox to enable outliner colors. Hope that helps, if not I will show it in the next tutorial. Thanks
just found this:
www.joshuathornhill.co.uk/changing-colour-of-outliner-text/
ah, great, thanks a lot.
gumroad.com/klaudio2u
Color Marker
its also there in 2016.5, thanks for sharing.. color coding in outliner helps even more..
Great artist!
Download models and scenes for study?
thank you!
Also, can you make a short tutorial showing us how to connect an image to alSurface shader?
Texture!
amazing tutorial! maybe the final result glass's lower end could have looked a little bit more dirty.
Thanks a lot for the tut. Was using maya 2018. there is no aistandard in it only aistandardsurface. also no way to check fresnel box - could not find it in 2018 ver. seems like a big difference between arnold in 2017 and 2018?
Hello Makc you have a new version arnold they changed node aistandard to aistandardsurface i can send you tutorial how to make glass with aistandardsurface they also remove aiskin and replaced it to aistandardsurface
Hello, It would be nice to watch
will you plzz sen me the link of tutorial link to me or just post it in reply so everyone can see
Pls, send me the tuto as well. Thanks
these tutorials are fantastic! you should get into contact with pluralsight and ask to create a course, you'd be great at it!
Hey thanks Callum, they have approached me already
Arvid Schneider i hope you go for it, there seems to be a lack of good quality Arnold workflow tutorials on pluralsight. especially in Maya 2017
Hello, you can do a tutorial on render elements and channel layers in Arnold? Thank you, I'm from Brazil.
Hi
Thanks for tutorial. it is great.
May you put a tutorial about how to make dirt Material in Arnold Maya?
Thank You
Man you awesome!
awesome tutorial. thank you so much
You are amazing sir!
So great tuto!! thank you guy!!
Great Tut!
Can you tell me how you did get the inputs in maya of the nodes?
You just did one click. THNX
I guess I used shortcuts 1,2,3,4, to display the inputs
yeah im familiair with That but it only seems to show the Output of the alcombine/ remap eg.
Did you solve this issue? I'm interested too...
SeanDlrishBastard i don't know the shortcut but, 1234 didn't work but you can right click on the grey part of the node and select show all attributes. or another way: just click the checker next to the attribute add a filenode and now you can see it. just connect it and delete the file
Yes, I just found out about show all attributes. Also, I think there is another way and Arvid probably did that: When you right click the node there is "Edit Custom Attribute List" and there you can select you custom attributes for the node which should appear when you press 4 on the keyboard.
1 should be show node only
2 show only connected
3 show all inputs
4 toggle show all/custom attributes
or something like that, I'm not 100% sure.
Thanks for the quick response anyway.
Thanks nice explaining bro
Can you make a tutorial on iridescence shading please ? like bubbles, pearl, gasoline, insect wings...
Polyg0n yes it's on my list
Thanks man ! You are awesome !
Very helpful video,,🙂👍🏻
Great tutorial
great video sir! May you tell us your Pc-specs? Keep it up man!! :)
How to create dispersion in alsurface shader? This is possible?
Alright! So here's the current extrusion of the logo. What do you think? Lol
Hey Arvid thanks so much for the tutorials! I tried following this but it doesnt seem to work with Arnold 5? Any input on that?
You are right. Try not to follow it by copying the workflow rather understand what I am doing and apply the same principle to the new version.
I cant seem to get the image applied without increasing the metalness which then leaves the bg black instead of the glass :/
use 2 shaders and mix them.
Thanks that worked well for me!
hello, I also have the same problem; I created 2 shaders for the logo and the other for the glass. I used a mix shaders but I did not understand if the alpha part of the logo should link it to the opacity of the logo or the mix.
if I connect alpha to shader opacity the render time is very long
in your tutorial your nodes (eg alremapfloat) have inputs and mine dont although I'm using the same node. Any reason for this?
I think I figured it out by middle mouse clicking and gragging
hi Arvid I'm from Mexico can you make a tutorial with some incandecense material like tron movi with arnold thaks!!!!!
Marc muñoz yes good idea
Great!!!!! Arvid, thank you so much!!!
Why do you use the aiimage node instead of the default maya image node?
Joe Rule just because it's an Arnold node, and it has the uv controls already implemented. But not a real reason though. Keeping everything in be same universe
Arvid Schneider thanks! Hey, if it might prevent crashes, that's a good enough reason
This tutorial is very nice. Can you upload project file? Thank you
render pass in maya 2017 with around can you make a tutorial on that
Thanks a lot...
Sweeeeeeeet! ;)
Good job
The best
Thanks
Hi Arvid, great tutorial! Thank you. Would you mind pointing me to the source of the 3d model of the glass? I would like to maybe purchase it so I can follow the tut.
Thank YOU!!!
Why are you not working with projections when placing the files?
for this case it would work..but for non-static renders it would be a nuisance.
thanks thanks thanks thanks thanks thanks thanks thanks thanks thanks
AEalColorSpace its not found
That's no longer needed in the latest version.
Alpha texture File Out Color Node -> aiColorCorrect Input node -> Out Color R -> Specular Roughness
aiColorCorrect Multiply color -> Roughness value.
how to get (alremapfloat) (alcombinefloat) (alcolorspace) .... in Arnold 5 or there is another altertnative nodes for this.
and
how to get al shaders in arnold 5
in A5 its called aiRange and aiColorSpace
you rock
is it easy to export something like this to unity?
offsetting doesn;t work for some reason..
Can you elaborate a bit more on your problem?
I loved your animations and design style on dribbble, Jennifer, congratulations.
@@teslacine thanks!
@@arvidurs i know itvs old but it worked i Just had to relaunch the arnold render view
Nothing else besides Arnold?
Oh 😲 you rich
Record and install Maya 2017 year 2016
So buy or gift to me your old desktop