Lighting and Rendering [2] Arnold Part 11: Standard Surface Shader

Assigned aiStandardSurface shader to cube top left.
aiStandardSurface| Specular: Weight- 0.0
aiStandardSurface | Base: Weight- 0.7; Colour- Light Blue
aiStandardSurface | Base: Diffuse Roughness- 0.5
aiStandardSurface | Base: Weight- 0.558; Colour- Light Grey
aiStandardSurface | Specular: Weight- 1.0
aiStandardSurface | Base: Weight- 0.0; Colour- Black
aiStandardSurface | Transmission: Weight- 1.0
aiStandardSurface | Specular: IQR- Diamond 
aiStandardSurface | Dispersion Abbe- 100.0 (Imperfection of glass)
aiStandardSurface | Specular: IQR- 2.420; Dispersion Abbe- 65.789; Extra Roughness- 0.195
aiStandardSurface | Emission:Weight- 1.0; Colour- Red; Base- 0. Specular: Weight- 0; Transmission: Weight- 0
aiStandardSurface | Base: Weight- 0.325; Colour- Light Grey. Specular: Weight- 1.0
aiStandardSurface | Base: Weight- 0.8; Colour- Light Blue. Specular: Weight- 1.0. Coat: Weight- 1.0; Coat- Red; Roughness- 0.162
aiStandardSurface | Subsurface: Colour- Orange; Weight- 0.792. Specular: Weight- 0.740. Base: Weight- 0.7; Colour- Yellow
aiStandardSurface | Subsurface: Scale- 0.974
Assigned aiStandardSurface11 to flat plane, and moved to cover Purple object
aiStandardSurface | Transmission: Weight- 1.0
aiStandardSurface | Geometry: Thin Walled - YES
Final Tutorial Materials
Own Materials

Comments

Popular Posts