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Rendering engines have given us better control of the look we desire in our rendering in recent years, but like any managed software, the default look and options are not always appropriate. This course goes in detail over the reflection process in DCC application and how to tweak the results to get a life like results.
The course will go over how to achieve textured reflections, reflection blending to simulate life like materials like ceramic, porcelain and metal and ultimately have full control of the desired look of your rendering.
The course is only an hour long and requires no assets beside two spheres and a grid.
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Desktop, iOS and Android.
Certificate of completion.
|Section 1: Understanding Reflection|
Our first lecture will introduce the scene setup, how to setup a traditional diffuse reflection and discussing all the Architectural node reflection parameters, exploring Anisotropic properties and best and changing the behaviour of the glossines parameter.
Part 2 of our workshop will discuss adding color and bump attributes to our floor and controlling where exactly the reflection happens on a textured object, and start building our own reflection from scratch.
Part 3 goes deeper into the reflection process, and takes the reflection property from the native reflection port and assigns that responsibility to the diffuse channel, how to obtain a RAW reflection property from a Lambert Shader, and discussing the pros and cons of using such a method.
Part 4 will discuss implementing your own Fresnel effect and it's different uses. We'll also discsuss how to mask a Fresnel effect. we'll explore the Bump Node, creating and controlling a glossy reflection on the Lambert Shader using a "Scalar Change Range" node, and going over how Lambert glossy reflection algorithm is calculated compared to the new Archi shaders algorithm.
On Part 5 we will explore the "Reflection Based Color" in the Archi shaders and how to layer it with other nodes.
Part 6 will explore the Architecture Shader Multi-Out node as a replacement for the simple lambert shader. The Archi glossy parameter is more suitable for animation and it is faster.
Workshop conclusion and final take aways.
Digital media technical specialists in the mobile advertising field. Working in one of the fastest growing industries in the digital world, building pipelines, developing games and apps, doing 3D animation and visual effects.
Specialties:Mobile Game Development, Mobile Rich Media Campaigns, iOS App Development, iOS Enterprise App Development, Consulting, Mobile Strategy, Visual Effects Supervisor, Technical Director, 3D Animator.