Mixing displacement and multiple bump maps by Xuan Prada

A very common situation when look-deving an asset is combining various displacement and bump maps. Having them in different texture maps gives you the possibility to play with them and making very fast changes without going back to Mari and Zbrush and waste a lot of time going back and forward until reaching the right look. You also want to keep busy your look-dev team, of course.

While ago I told you how to combine different displacement maps coming from different sources, today I want to show you how to combine multiple bump maps, with different scales and values. This is a very common situation in vfx, I would say every single asset has at least one displacement layer and one bump layer, but usually, you would have more than one. This is how you can combine multiple bump layers in Maya/Arnold.

  • The first thing I'm going to do is add a displacement layer. To make this post easy I'm using a single displacement layer. Refer back to the tutorial I mentioned previously on this post to mix more than one displacement layer.
  • Now connect your first bump map layer as usual. Connecting the red channel to the bump input of the shader.
  • in the hypershade create a file texture for your second bump layer. In this case a low frequency noise.
  • Create an avergage node and two multiply nodes.
  • Connect the red channel of the first bump layer to the input 1 of the multiply node. Control the intensity of this layer with the input 2 of the multiply node.
  • Repeat with previous step with the second bump layer.
  • Connect the outputs of both multiply nodes to the inputs 3D0 and 3D1 of the average node.
  • It is extremely important to leave the bump depth at 1 in order to make this work.

RAW lighting and albedo AOVs in Arnold by Xuan Prada

If you are new to Arnold you are probably looking for RAW lighting and albedo AOVs in the AOV editor. And yes you are right, they are not there. At least when using AiStandard shaders.
The easiest and fastest solution would be to use AlShaders, they include both, RAW lighting and albedo AOVs. But if you need to use AiStandard shaders, you will have to create your own AOVs quite easily).

  • In this capture you can see available AOVs for RAW lighting and albedo for the AlShaders.
  • If you are using AiStandard shaders you won't see those AOVs.
  • If you still want/need to use AiStandard shaders, you will have to render your beauty pass with the standard AOVs and utility passes and you will have to create the albedo pass by hand. You can easily do this replacing AiStandard shaders by Surface shaders.
  • if we have a look at them in Nuke they will look like these.
  • If we divide the beauty pass by the albedo pass we will get the RAW lighting.
  • We can now modify only the lighting without affecting the colour.
  • We can also modify the colour component without modifying the lighting.
  • In this case I'm color correcting and cloning some stuff in the color pass.
  • With a multiply operation I can combine both elements again to obtain the beauty render.
  • If I disable all the modification to both lighting and color, I should get exactly the same result as the original beauty pass.
  • Finally I'm adding a ground using my shadow catcher information.

Subdivide multiple objects in Arnold by Xuan Prada

As you probably know Arnold manages subdivision individually per object. There is no way to subdivide multiple objects at once. Obviously if you have a lot of different objects in a scene going one by one adding Arnold's subdivision property doesn't sound like a good idea.

This the easiest way that I found to solve this problem and subdivide tons of objects at once.
I have no idea at all about scripting, if you have a better solution, please let me know :)

  • This is the character that I want to subdivide. As you can see it has a lot of small pieces. I'd like to keep them separate and subdivide every single one of them.

Model by SgtHK.

  • First of all, you need to select all the geometry shapes. To do this, select all the geometry objects in the outliner and paste this line in the script editor.

/* you have to select all the objects you want to subdivide, it doesn’t work with groups or locators.
once the shapes are selected just change aiSubdivType and aiSubdivIterations on the attribute spread sheet.

pickWalk -d down;

string $shapesSelected[] = `ls -sl`;

  • Once all the shapes are selected go to the attribute spread editor.
  • Filter by ai subd.
  • Just type the subdivision method and iterations.
  • This is it, the whole character is now subdivided.