Yeah for some reason the alHair shader doesn't appear despite me reinstalling arnold a bunch of times and bringing the shaders over from the website , the shader is even in the folder but it doesn't appear.
You can use xgen with mental ray, arnold, or renderman. use a ramp node mapped to the transparency and render it out. You can get the opacity from the render view/window.
Did more work on my frost giant sculpt , tried to give some colors and shaders using Arnold for maya and some photoshop touches , time to move onto another piece
The main purpose Houdini had, at the company where I worked was for dynamic fur, some rendering (main renderer was Arnold AFAIK) and various particle effects. It wasn't a game company though.
hey everyone! here's my latest renders.... modeled in Maya, detailed and textured in ZBrush. rendered with Arnold for Maya. here's a link to the model!! https://www.turbosquid.com/FullPreview/Index.cfm/ID/1653784 i hope all of you like it! Thanks!!
Hi everyone Practice Zbrush modeling (characters and accessories) Maya Hair (xgen) Render (arnold) Texturexyz my artstation here:https://www.artstation.com/artwork/qAq6An Reference master works here:https://www.artstation.com/artwork/WvkkG
Renderman is finally free for non commercial use! Anyone looking forward to trying it out? Also what are your thoughts on how this might affect Vray or Arnold? http://renderman.pixar.com/view/non-commercial-renderman
Nuts, I was worried there was only a workaround for it. The whole point of using the aiImage node is that the maya image node is actually two nodes and I was hoping to conserve a little file space + make everything a little neater. Maybe in arnold 7.
Hi everyone, new to the forum. :) I'm trying to work out how to create what I understand to be an incidence shader (?) to create a hologram or xray type effect. I'd term it a rim shader. I've attached an imageof what I mean. I've seen a similar shader tutorial which deals with the arnold renderer on maya. The person uses a…
I assume you are using Arnold? Mari just spits out a texture map, so what you see is what you get. It looks like texture filtering or a low resolution texture map that are giving you this error. You will have to verify inside Mari. Make sure you working in 16bit as well. Personally, displacement maps are overkill for this…