1. ttribute Editor, rename the aiStandardSurface1 shading material to templeShader. With a shading material assigned to all the objects, you need to edit the color attributes of the templeShader material.

To edit the shading material’s attributes

  1. In the Attribute Editor, click in the light gray box to the right of the word Color.

    The min

  1. i Color Chooser appears.


  2. Click the ring between yellow and orange (or any other light color) to achieve a sand color. You can further refine this color by clicking a shade in the square palette.
    The exact color is
    unimportant for this lesson. However, if you’d like more options for choosing your color, you can double-click the the gray box to display the full Color Chooser. In either case, as you adjust the color wheel indicator, the temple objects become the same color you select in the Color Chooser.




  3. If you h

  1. ave opened the Color Chooser, click Done to close the chooser.

  2. In the Attribute Editor menu, choose the Selected menu item, and select object from the list.

  1. The attributes for Object display in the Attribute Editor.

  2. Click the templeShader node tab to see its attributes. If you can’t see this tab, click the display arrow to the right of the tabs. These are the same attributes you edited when you assigned the templeShader shader to all the objects in the scene. When you first create an object, you see two default nodes for shading, initialShadingGroup and lambert1. When you assign a shading material, the two default nodes are replaced by the attribute node for the assigned shading material.

  3. Close the

  1. Attribute Editor using the Show/Hide icon.

Light: Physical Sky

Setup a simple Physical sky using Arnold. In the Main Menu select Arnold > Lights > Physical Sky. The background turns black. Maya creates a large sphere that surrounds you scene.

Rendering:


Frame Test the render. Arnold > Render

In the perspective view, turn on the Resolution Gate. In the Perspective Menu select View > Camera Settings > Resolution Gate

  1. Frame your

  1. Temple within the Resolution Gate.



In the Main Menu, choose Arnold > Render and the render window pop up.

NOTE:

  • The red square toggles the render on/off.

  • The second dropdown menu allows you to change the camera to be rendered.

Create a p

lane to be used as the ground. From the Main Menu choose Create > Polygon Primitives > Plane.



Scale it

so that you cannot see it in the final render.

Render the scene again.

Move the camera so that the temple is on the left side of the render window. Select the Physical Sky sphere and rotate it so that the shadow reaches across the scene.

If your s

hadow does not reach across the scene, you will need to change the time of day by changing the angle of the sun. Select the Physical Sky sphere and Press < Ctrl > + < A > to toggle the Attribute Editor

Save your final image: File > Save Image

Give you

image a name and save.


What am I looking for?

Temple Requirements.

  • Temple Finished – all parts correctly modeled

  • Assign the aiStandardSurface shader and change the color

  • Render using Arnold and use the Physical Sky light

  • Rotate and change the the Physical Sky sun’s Elevation so that the shadow reaches from the lower corner to the upper corner

Temple Pa

rt 2

Temple Part 2 Requirements.

  • Assign a complex shader preset and make adjustments. (Gold, Orange Juice, Balloon, etc.)

  • Assign a new material to the ground

  • Sculpt the ground into an interesting form

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