Or you could use the Arnold aiMix shader. It knows how to handle shaders that don’t return colors. Instead of a layeredTexture, you can use a layeredShader. And Blinns are translated into Standard Shaders by MtoA, so you can’t plug a Blinn into a color either. So in general, you can’t plug them into color parameters. In Arnold 5, shaders like Standard Surface (and Lambert too) don’t return colors. This is a common question/problem with Arnold 5: shaders plugged into color slots. Here's the link so you can check all the amazing entries.In this case, the question was “why doesn’t layeredTexture work in Arnold 5?” Update 0: I'm happy to say that I won second place!! I wasn't expecting it. I used texture images from CGTextures, references from pinterest, and for the first time I used an amazing piece of software called Kuadro, which allows me to organize and see my reference without having to rely on Photoshop, or Windows Viewer. A lot of people on forums recommend alShaders, so I downloaded them and used them for pretty much everything in my scene. I used Arnold to render, Nuke to comp and Photoshop for final touches (spiderwebs, dust particles and a hint of godrays). I used python to script some quick tools, mostly to randomize shaders, geo position and polish my custom pipeline tool (still in early development). couldn't bother wasting time to retopo hehe. I used Zbrush to sculpt the bricks and decimated the geometry. The rest was textured using tileable textures and some utility nodes. I only used Mari to texture the closet door. Some of the UVing was done in Maya and other in UVLayout. I'll definetely keep on participating in challenges like this one. I did everything that I wanted to make on time, but there are things that I see and want to improve on. I made some drastic changes to the overall mood of the image. Update 0: I decided to call this one finished and submited it to the challenge.
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