Arnold Tutorial - Stylized iridescent shading effect in MtoA — Transcript
Full transcript
- 0:03hi Lily Greeks Arnold rendering
- 0:05specialist start or desk and just want
- 0:07to cover how to create an iridescent
- 0:09shading effect in Arnold so I've got a
- 0:12robot head model here with a default
- 0:14standard surface Shader assigned to it
- 0:17I'm going to start off by increasing the
- 0:19metalness
- 0:21and then go down to coat increase the
- 0:24code weight
- 0:26I want to connect a ramp RGB to the coat
- 0:29color
- 0:33and I'm going to change the colors of
- 0:35the ramp to red green and blue
- 0:45and get the colors to appear on the the
- 0:49outer edge grazing angles of the object
- 0:50need to change the
- 0:53type of the ramp to custom
- 0:55and connect to facing ratio to the input
- 0:59of the ramp
- 1:01that will give us
- 1:03the effect that we want
- 1:09okay so that's the
- 1:12Grandpa GB going to the Cook color and
- 1:14the facing ratio going into the ramp by
- 1:17GB
- 1:19so now we can use the facing ratio
- 1:21biasing game
- 1:23just tweak the effect so lowering the
- 1:26bias values
- 1:28slope and knows the overall value so
- 1:31we're getting more red now as we go
- 1:33lower values of a crease if we go more
- 1:35to the blue
- 1:38and below the game values I kind of just
- 1:41increases the contrast
- 1:44effect
- 1:47is back to 0.5
- 1:50can also invert the effects so we're
- 1:52getting bits and center and blue on the
- 1:54Outer Edge
- 1:57so if you want to see more of that blue
- 1:58you can just bring the bytes back down
- 2:00again
- 2:01and enabling linear output certainly a
- 2:04normalized tangle
- 2:06instead of the end I
- 2:09to give us even more control we could
- 2:11use a color correct Shader
- 2:17and insert that in between the standard
- 2:19surface Shader and the
- 2:21rope
- 2:22show how color to the color
- 2:26the ramp
- 2:28put color correct
- 2:31so now we can use the heat shifter the
- 2:32color correct cycle
- 2:3520 colors like so
- 2:40maybe you want to desaturate the colors
- 2:43so
- 2:45and it was a
- 2:47reduced multiply
- 2:51or the metal effect
- 2:57I could also add a noise Shader to the
- 3:00Hue shift to blend the colors together a
- 3:02bit more naturally
- 3:05I'm going to use a cell noise
- 3:08shift
- 3:14to increase the number octaves
- 3:19change the noise doesn't really
- 3:22two
- 3:24start to see the colors blending in by
- 3:27the noise
- 3:29okay so that's how to use the facing
- 3:30ratio with the ramp Shader to create a
- 3:33neurodescent chaining effect in Arnold
- 3:34thanks for watching and bye for now
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