Maya: Raytracing Tutorial, Wine Glass
Arnold, Maya Render, Mental Ray

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raytrace_wine

Photo

Arnold Renderer

Maya Renderer

Revolve a wine glass shape, place it on a plane.

Turn off Color Management:

Select Windows->Settings/Preferences->Preferences
Select Color Management
Uncheck Enable Color Management
Select Save


Rendering with Arnold
Find a photograph of a glass you like for reference.

hypershade  Windows->Rendering Editors->Hypershade
I
n the hypershade window, add an Arnold
aiStandardSurface.

Select the wine glass.
Use the
Attribute Editor, turn off Opaque under Arnold.
Use the Hypershade
window, with the wine glass selected, right mouse key over the shader ball, select Assign Material to Selection.

Click the
aiStandardSurface shader ball.
     Under Base set Weight to .8 and Metalness to 0.15 (adjusts reflectivity and shadow color, defaults .8 and 0)
     Under Specular, set Roughness to 0 (default .1, it will render faster, this adds a fogginess to the glass)

    
Under Specular, set IOR (Index of Refraction) to 1.5, or 1.1 for thin glass  (default 1.52)
     Under Transmission set Weight to 1 (default 0, this makes it transparent)

Lights
To get long highlights, use Arnold->Lights->Area light, scale it tall and thin scale, following the proportions of the wine glass.
     Under the Arnold attributes of this light, set the Exposure to 8
     Set Soft Edge .2

Add an Arnold->Lights->Skydome light for ambient light
     Set the color to 50% grey
     Turn off Cast Shadows and Cast Volumetric shadows

*Note:
When rendering transparent and refractive surfaces in Arnold, the normals of the geometry need to face in the right direction.

Render Settings Arnold
Press this icon upper middle right srender_settings

With these settings below, your scene will render faster with a preview quality.
Under the Arnold Renderer
tab:
Under the Sampling arrow:
   Set Camera (AA) to 3+   (default 3 removes grain)
   Set Diffuse to 2   (default 2)
   Set Specular to 1   (default 2)
   Set Transmission to 2   (
default 2, controls transparency and takes away grain)
   Set SSS to 1   (
default 2)
   Set Volume Indirect to 0   (
default 2)

Under the Ray Depth arrow
   Set Total to 8   (
default
10)
   Set
Diffuse to 1   (
default
1)
   Set Specular
to 1   (
default 1)
   Set Transmisssion
to 8   (
default
8)
   Set Volume
to 0   (
default
0)
   Set Transparency Depth
to 3   (effects the shadows,
default 10)

Click Close
to close the window

Count the number of glass surfaces overlapping to determine the Total and Transmission.


Rendering with Maya Software Renderer

hypershade  Windows->Rendering Editors->Hypershade
In the hypershade window, add a Phong Shader .
Select the wine glass.

Use the Hypershade window, with the wine glass selected, right mouse key over the shader ball, select Assign Material to Selection.

Double click the
Phong shader ball to see the attributes..
Adjust Color to 50% grey.
Adjust Transparency, double click on the black color box to bring up the menu.
  
In HSV mode input .9 as the value (V)

Under Specular Shading:
Input Cosine Power 100
Djust Specular Color to white
Input Reflectivity .1

Under Raytrace Options:
Check Refractions
Input Refractive Index 1.3
Input Refraction Limit 8
Input Reflection Limit 1

Lights
To get highlights, use Create->Lights->Area light with a tall and thin scale, following the proportions of the wine glass.
Under Raytrace Shadow Attributes
   Check Use Raytrace Shadows
   Increase Shadow Rays to 20 or more only for Area Lights, this gets rid of the noise.
   Ray Depth Limit 2

Add Create->Lights->Ambient light  for ambient light, place diagonally opposed to the area light.

Set the color to 50% grey

Add a giant sphere for the background.


Press this icon upper middle right srender_settings
Change Rendering Using to Maya Software
Under the Common tab:
Under the Image File Output
arrow:
Choose Image format: Tiff

Under Maya Software tab:
Under Raytracing Quality
  
Check  Raytracing
  
Input Reflections 1
  
Input Refractions 8
  
Input Shadows 2
  
Input Bias .02 This will make round objects look less jaggy.




Rendering with Mental Ray

hypershade  Windows->Rendering Editors->Hypershade
In the hypershade window, add a mia_material_x_passes1 Mental Ray shader .
Select the wine glass.

Use the Hypershade window, with the wine glass selected, right mouse key over the shader ball, select Assign Material to Selection.

Double click the mia_material_x_passes1 shader ball to see the attributes..
Under Diffuse, adjust Color to 50% grey.
Under Reflection, change Reflectivity to .15
Under Advanced Reflection
     uncheck No hightlights for visible area lights
     uncheck Skip reflectivity on inside


Adjust Transparency, double click on the black color box to bring up the menu.
  
In HSV mode input .9 as the value (V)


Lights
To get highlights, use Create->Lights->Mental Ray Physical Area light with a tall and thin scale, following the proportions of the wine glass.


Environment
Select the persp view, select View->Camera Attribute Editor... from the view menu
     Under Environment in the Attribute Editor, make the Background Color 50% grey


Render Settings
Press this icon upper middle right srender_settings
Change Rendering Using to Mental Ray
Set Overall Quality to 1
Set Lighting Quality to 2.5

Change Indirect Diffuse (GI) Mode to Finalgather
Filter Size 1.000 1.000

Under Trace Depth
   Diffuse 2
 
 
Glossy/Spec Reflections 2
   Glossy/Sec Transmissions 8
   Max Trace Depth 8

Mental Ray Renderer