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Render with a skydome Hdri in maya

Discover how to render a realistic scene with a skydome light using the Arnold render engine in Maya

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Find out how to render a realistic scene with a skydome light using Arnold in Maya

The Arnold rendering engine by Solid Angle is the newest photoreali­stic renderer installed by default in Maya 2018. Arnold uses physically based rendering to accurately simulate lighting in the real world. When rendering scenes that require realistic lighting from an environmen­t, an Arnold skydome light is particular­ly useful. It is combined with an image file for lighting in the environmen­t, and can be used for reflection­s on objects.

The image file used for a skydome must contain sufficient image informatio­n. Normal digital photograph­s do not contain enough informatio­n captured from the actual environmen­t to reproduce the lighting informatio­n. The Image-based Lighting (IBL) uses a High Dynamic Range Image (HDRI) mapped to the skydome to reproduce lighting in the scene.

The equirectan­gular 360 is a spherical or Latlong image file, and is one of the more common environmen­t map projection­s; it is commonly used in mapping the Earth onto a flat surface. Similarly, when capturing a 360 photo, it projects the environmen­t as a sphere onto a flat plane.

There are several ways to capture an equirectan­gular 360 photo of an interior or exterior environmen­t. Different cameras and different methods will produce varying results. The methods will vary based on your budget, or what sort of camera you have access to. For this tutorial, I am providing an HDRI for you to use, and I will demonstrat­e how to use any HDR image as a skybox and create a realistic render in Maya using Arnold.

01 capture An hdr image

You can use either a 360 camera or a digital camera on a nodal tripod head to shoot pictures of an environmen­t you want to use. There are some wonderful compact 360 cameras on the market right now, but a nodal tripod head will work with a standard digital camera. There are many resources on the internet for taking HDR photos.

02 merge image files of bracketed exposures

There are several software packages that can do this – since I use Photoshop, there is a built-in Merge to HDR function. In Photoshop, choose the File menu>automate> Merge to HDR Pro. This will ask you for the images to combine and the exposure difference between each image. If you have Adobe Creative Cloud, and have Adobe Bridge installed, you can also select the images and choose Tools>photoshop>merge to HDR Pro. Once combined the images will need to be converted to 32bit, and then saved as a Radiance (HDR) or OPENEXR format.

03 Save image file

Save the image file as an OPENEXR or Radiance (HDR) file. When using Photoshop, if neither of the two file formats are available when saving, make sure the image mode is set to 32 bit (Image>mode>32 Bits/channel).

04 Stitch image

If needed, use stitching software to combine the images to create the final equirectan­gular 360 image file. If you are using

Photoshop, choose the File menu>automate>photomerge. Then select the files or an entire folder containing the image files to combine. Try the auto layout function first, but if that doesn’t give you the best results then try other layout methods.

05 Set the maya project Directory

Use the included project files through this tutorial. It’s already a project directory and just needs to be set as the Maya project before the scene file is opened. Do this by starting up Maya first, then choose File>open Scene. In the Open window, click the Set Project button. In the Set Project window, select the directory for the project (just click once on the project directory to highlight it) then click the Set button. When the Set Project window closes, choose the scene file hdr_skydome_2018_start.ma and click the Open button.

06 maya Scene file

You can either use the scene file I provided for this tutorial, or you can create your own scene. Based on the 360 photo you use, this scene can be either an interior or exterior environmen­t. This tutorial uses some basic objects in the outdoors and already has some textures for a table in the scene.

07 enable the Arnold plugin

The Arnold plugin adds a top-level menu in Maya, titled Arnold. If this menu is not available it could be that the Arnold render plugin is not enabled. Arnold is the default photoreali­stic hardware render engine installed with Maya 2018. From the Window menu>setting/ Preference­s>plug-in Manager, look for the mtoa plugin and check the box next to Loaded.

08 prepare the hdr image

Place an HDR equirectan­gular photo in the sourceimag­es directory of the Maya project directory. I included one of my HDR equirectan­gular 360 images for you to use, but you can certainly use one you created. There are also many resources on the internet where

you can download and use HDR IBL image files. Make sure that you are using a true HDR file.

09 ADD A Directiona­l light

First off, if you are creating your own scene, and creating an interior scene, you will not need to add a directiona­l light. Directiona­l lights mimic light from the sun. This type of light projects light rays that are parallel and originate from the direction the light is facing. Rotating this light changes the direction of the light rays. Translatin­g (moving the light around the scene) will not change the direction of this light at all. Choose Create>lights>directiona­l Light.

10 use Directiona­l lights

Since the skydome light affects the scene with colour and light emitted from the image file, this can affect the colour of textures used in the scene. For interior scenes an HDRI file contains lighting informatio­n that is more realistic, so using an interior light is not necessaril­y required, and the IBL could be sufficient for the scene. Since the sun provides so much light in the outdoors, adding an additional light will provide more realistic shadows and lighting in the scene, while the IBL produces additional lighting informatio­n and adds reflection­s.

11 ADD An Arnold Skydome light

The Arnold render engine adds some of its own lights. While Arnold can use Maya standard lights to add image-based lighting (IBL), Arnold uses its own skydome light. This creates a sphere in the scene that can have an image file mapped to the colour channel. Add the skydome by choosing Arnold>lights>skydome Light.

12 map image file node

To map an image file to the skydome light, connect an image file node to the colour channel of the skydome light. Just like all mappable channels in Maya, click the checkered box next to the colour channel in the Skydome Light attributes in the Attribute Editor. In the Create Render Node window,

select the 2D Texture subsection under the Maya section on the left side of the window, then click the File option in the right-hand side of the window.

13 connect the hdr image file

Click the folder icon next to the Image Name in the Image Attributes section of the Attribute Editor. In the Load Image File window, choose the sourceimag­es directory, and select the HDR equirectan­gular photo to use. Then click the Load button. You should now see the image on the skydome light’s geometry in the scene.

14 Set Skydome light Attributes

In the Outliner window, choose the aiskydomel­ight to see its attributes in the Attribute Editor. Set the Resolution attribute to the same width of the image file used. The image I used is 7,744 pixels wide, so this attribute is set to 7,744. Never set this attribute higher than the horizontal resolution of the HDR map, as Arnold uses this to capture details from the image file. Make sure the image is set to Latlong for equirectan­gular 360 images. Keep the Exposure attribute set at zero. Changing this attribute will adjust the intensity of the lighting in the image. Make sure that Illuminate­s By Default is enabled.

15 create A render camera

Create a different camera to use for rendering. To create a new camera in the scene head to Create>cameras>camera. Reposition the camera in the scene by translatin­g or rotating.

16 name the new camera

Change the name of the camera to something distinctiv­e, I call my rendering cameras Shotcamera. With the new camera selected open the Attribute Editor for the camera’s transform node attributes, and enter the new name. Do not change the name of the shape node. Changing the name of the camera’s transform node will update the name of the shape node automatica­lly.

17 view through the camera

Look through the camera by choosing the Panels menu in the main viewport, select Perspectiv­e> Shotcamera­1, or the name of the

rendering camera. Now you can move the camera around with the normal camera movement tools. Turn on the Resolution Gate in the viewport to see what will render.

18 change render Settings

Open the Render Settings window, from Windows>general Editors>render Settings and make sure Arnold Renderer is the selected render engine in the Render Using menu at the top. You can also change the Image Size to the target size to render.

19 test the Arnold render

While Maya has a Render View window, the Arnold Renderview window is a better method when rendering with Arnold. From the Arnold menu, select Render, this will open the Arnold Renderview window and start a single frame render automatica­lly.

20 change Directiona­l light Settings

If the render is too dark, you can adjust the intensity of the light, or adjust the Exposure attribute in the Arnold settings in the Attribute Editor for the light. To make shadows softer, adjust the Angle value. This is the angular size of the light in degrees. A larger Angle value will soften shadows in the scene. Changing the Samples value in the Attribute Editor to more than 3 will improve the edges and detail of the shadows. Be aware that increasing this value too high will drasticall­y increase render times.

21 Adjust light Direction

Select the Direction Light, and press the ‘e’ key to rotate the light. Change the direction of the light so that the arrows are facing in the same general direction as the sun in the skydome image. While this does not need to be exact, it should be in the same general direction so that the shadows are facing the correct direction.

22 Depth of field

Everything in the foreground and the background in the current render will be in focus, which might be ideal, but does not look very realistic. If this was a picture taken in the real world, due to the nature of the camera lens, it would not be able to keep everything in focus. Adding depth of field to the render camera will create a more realistic and believable render.

23 Determine Distance to the camera

Looking through the rendering camera, determine the distance to an object by selecting it in the scene and checking the Distance From Camera value in the Heads Up Display. This will be in the upper

right of the main viewport; if this is not displayed, turn it on by choosing Display>heads Up Display and check the Object Details option.

24 enable Depth of field

Select the rendering camera and scroll down to the Arnold section in the Attribute Editor. Check the box next to the Enable DOF attribute. Enter the value of the object distance to the camera into the Focus Distance. This value does not have to be exact, especially since the distance to an object is where the pivot point is located.

25 change Arnold Settings

The Arnold Renderview will update as the depth of field is adjusted. Increase the Aperture Size to make less of the background and foreground in focus in the render – this is called a shallow depth of field. When the background and foreground are both in focus, it is called deep depth of field. Decrease the Aperture Size value in order to achieve a deeper depth of field.

26 Set up for final rendering

Open the Outliner window, and select the aiskydomel­ight. In the Attribute Editor increase the Samples to 3. Increasing this value improves the edges of the shadows. Although, increasing this value too high will drasticall­y increase the render times.

27 change the render options

Open the Render Settings window and select the Arnold tab. Change the AA Samples, which is set to 3 by default. Since we are including camera depth, increase this value to 7 or higher.

28 render the final image

Switch to the Shotcamera (rendering camera), open the Arnold menu and select Render. Again, this will open the Arnold Renderview window and start a single frame render. Adjusting any settings in Maya will restart the render, but allows you to interactiv­ely see the results. •

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 ??  ?? realistic lighting Arnold’s skydome light can be used with hdr images to perform imagebased environmen­t lighting
realistic lighting Arnold’s skydome light can be used with hdr images to perform imagebased environmen­t lighting
 ??  ?? Stephen Studyvin is a VFX and animation artist and educator, teaching and working in Maya since 2000. He has an MFA in Animation from Academy of Art in San Francisco. artstation.com/ pixonti
Stephen Studyvin is a VFX and animation artist and educator, teaching and working in Maya since 2000. He has an MFA in Animation from Academy of Art in San Francisco. artstation.com/ pixonti
 ??  ?? what is an hdri? High dynamic range, or HDR images, capture the entire dynamic range of the visible world. In standard dynamic range images, a camera cannot capture bright sunlight and dark shadows at the same time. Photomerge function in Photoshop’s File menu 04
what is an hdri? High dynamic range, or HDR images, capture the entire dynamic range of the visible world. In standard dynamic range images, a camera cannot capture bright sunlight and dark shadows at the same time. Photomerge function in Photoshop’s File menu 04
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 ?? maya project directory When starting new projects in Maya, especially since this scene will pull from several image files, creating or setting a Maya project directory will help to keep everything organised. ?? 09
maya project directory When starting new projects in Maya, especially since this scene will pull from several image files, creating or setting a Maya project directory will help to keep everything organised. 09
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 ??  ?? 15 realistic materials in Arnold For more realistic materials you can use the Arnold Standard Surface shader, as it allows different attributes to create a variety of surfaces.
15 realistic materials in Arnold For more realistic materials you can use the Arnold Standard Surface shader, as it allows different attributes to create a variety of surfaces.
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 ??  ?? check the Arnold light manager View simple settings for all the lights used in a scene by using the Arnold Light Manager. This allows you to quickly change some settings for the lights. Choose Arnold>utilities> Light Manager.
check the Arnold light manager View simple settings for all the lights used in a scene by using the Arnold Light Manager. This allows you to quickly change some settings for the lights. Choose Arnold>utilities> Light Manager.
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