OK in this lesson let's see practical case
of objects with specular reflection
About this robot, we finished texture drawing in substance painter
There are four different types of material
They all have certain degree of specular reflection property
What are these four types
Obviously the first type is its big orange area
Its surface painting, this part of material
The second is material on each joints
There're flaked off effect
The third type is this one
Let's zoom in to see
There will be material like plastics around ear
Its surface has specular reflection
So when adding the specular reflection, we need to notice
not only metal but also plastic also has
a little property of specular reflection
Alright, except for the current plastic ring
we still have a part which is the fourth type of material
It's like aluminum metal
It's like connection pole here
We will find its feature of surface is very obvious
It reflects the surrounding environment
In this lesson we mainly learn in piratical example
how to import texture we made in SP to Arnold
Because this is not a substance painter system course
I will provide you texture files here
What you're to learn is how to adjust in Arnold
the data imported from SP system
If Maya's rendering is different to SP
we don't need to import it back to SP
to adjust color and then import it to Maya again
What we mainly learn is the Arnold work flow
Let's see the first image output from Substance Painter
How is it correctly shown in Arnold
OK we get back to Maya
Currently we've packed up and put
the exported map from SP into Maya scene
Click Open and select 34_fanshe_anli here
click this file folder
There's a file with mb extension
Opening it, you can get a robot model with material
In Maya let's learn first how to import
map exported from SP back to Maya
and correctly render it in Arnold rendering system
and even further control it in Arnold rendering system
Alright, we can select the head of the little robot
we find if we click this button, and
then we can discern its current material
We discern any object, and select a model
Click this button, and a corresponding
material will appear in the work area
Now I will show you
how to correctly put pbr system into Arnold
We can create a new work area and click +
Many work area will come up
Doing so has an advantage
It doesn't conflict with each other
Viewport won't look messy
and after assigning new, click it
we can asssign to original model
If we don't want new work area, we put the cursor here
Click it to delete
or right click
There's a close tab
Click it to delete
Let me demonstrate it
Click + to create a new work area
Create an new Arnold standard material
We can see there's the Arnold aiStandardSurface
Click it
A material has been created
And let's see how the following map connects top
OK we come back to local file folder
There's a file called jiqiren below newyork and sourceimages
There're many maps below
We've set them well
When we ouput map, we generally will output these few types
The first one is base color
It's pure color, it's accord with robot's color map
The second is sometimes to output height
Using displacement can synchronize with height data
We don't need obvious bump data here
so we don't need this
so generally we output base color
And another one is metalness
Its surface is oil painted, not pure metal
so its metalness is black like this
In Arnold in Base group there's the Metalness
If it's pure black, we don't need to assign any map to it
Otherwise, it's only to increase calculation rate
so we don't assign it
and adjusting it to 0 is OK
Next there's very important map data
It's called normal map
It looks blue
There're some detail data
and some bumping data
For example we add little groove on robot
A kind of dent
A trace of soldering
We can add it onto it through normal data
and we don't need to manually model it
There is still an very important image type
It's roughness like this
It's such data of black and white
We learned before that the whiter it is, the rougher it is
the darker it is, the smoother it is
Get back to SP
Let's see there are much soil on its foot
Soil doesn't show specular reflect
Let's see its roughness attribute
It looks very white
And let's see the part being painted
It has certain glossiness
Its roughness data is relatively dark
So with the normal map
we simulate this kind of roughness to
make its surface generate more detail
Next let's see how we assign these
textures to material in Arnold
We've known before all the current exported map
are pure black
We have many materials to assign a map onto
Since the color is pure black
even if you assign a map on it, there's no any change
so it doesn't generate influence to it
So here, we don't need to adjust the Metalness
Even if we adjust it to 0, it's still pure black effect
Now we need to drag the base color file to the work area
this kind of color data of surface
and the normal map below, which is very crucial
bumping normal data on surface
Also, the roughness data too
I drag them here
After dragging them here, we will find there're some changes
Bitmap being dragged in here look very messy
We can click this button in situation
in which the cursor doesn’t select anything
It can automatically align them
Let's see how it connects
The base color is very easy to connect
One way is to drag and drop the shader to another shader
Or we undo it
Drag and drop the Out Color onto Base Color
And we learned normal map data
How do we connect it
Select this node, and in Geometry attribute group
and we press the normal map above
and drag and drop it under the bump map
It has been set successfully
After successfully setting, there're
few points needs to be changed
How many points are there
We learned before, there're three points
First, in normal node, we change Color Space from sRGB to RAW
Second, in the bump2d node
Change Use As from bump to normal
Then, tangent space normals
Third, uncheck the first two attributes in Arnold group
so it correctly connects normal data
The connection about roughness
is little special
We see the connection of color map before
It's very easy
Connect out color to base color
It's very easy
We will find its roughness data is here
It corresponds to specular roughness here
If we connect out color to it
we will find it doesn't let us connect specular roughness
Why is it
In here we can see in Arnold
rendering system some are sliders
Did you find it
Let me change a color
Some are controlled through sliders
Some have color data except sliders
For example the Color here
Including the Specular color
it is also this kind of setting of color data
When having color data
and going to connect map
after importing map
just using Out Color to connect is OK
but for attribute which only has slider control
How do we connect them
Generally in Arnold system
we only can use Out Alpha
use node above here to connect it
We can left click and hold
and find specular roughness
to connect it successfully
or we select this node like before
Drag and drop the Roughness map
to the Roughness attribute
and it connects out alpha
This is a kind of Arnold connecting system
but we need to notice output here is Out Alpha
Let's open this map in Photoshop
We will find after opening it in photoshop
Let's go to its channel module
We will find there're no alpha data
But in Arnold slider control cannot adjust through number
It needs this Out Alpha
How do we do
Let's see
So Maya provides us a method
which is go into property of connecting node
this kind of map data
There's a crucial place needs to be changed
It's color balance here
Color's balance
There's the Alpha Is Luminance option
which is to use black and white data of color map as alpha
Generally when we connect slider without color slider
to connect a black and white image
we need to remember this system
There's still a point we need to notice
For the slider controls without number adjusting
when we connect it
we must change Color Space from sRGB into RAW
This is a base system of color space between Maya and Arnold
What we need to remember is to change it
OK after setting
Arnold standard material
is perfectly restored to PBR material in SP
It can be used
Next let's get into new chapter
In SP and Maya
a lot of times, the surface effect is not unified
It might look satisfying in current illuminating environment in SP
When we put it into whole environment there's a change
that it's black or dark somewhere
or color looks not correct
If at this moment we come back to SP
to adjust it
and we adjust color brightness
We don't know what degree we should adjust it to
to make it harmonious in here
and import map and override
We will find there's a big chance
The color data we get here is not accurate again
We need to go to SP and adjust it again
and we ouput it again
and adjust repeatedly
It's very inconvenient, right
It's wasting time
so in Maya we can also adjust pbr material
First an very crucial Datamation
is base color
If sometimes we think the current color is bright and dusky
through aiColorCorrect here we learned before
connect it to adjust
The method to create it is very simple
Press and hold tap and input aiColorCorrect
and click it
As we learned before
we connect Out Color to input
and connect Out Color to Base Color
OK at this moment the data of aiColorCorrect is default
And it means it doesn't adjust original of color SP
but currently we find color of robot
as main color is relatively ordinary
It can't stand out
Through aiColorCorrect we can control it
and we don't need going back to SP to operate
If we find its saturation is relatively dark
through the slider here
It's to control saturation
We can add a little saturation to it
to let it become brighter
And if we think currently it's a little dark
Through exposure here
we can increase brightness
We will find it's very obvious
so we increase its brightness a bit to stand out its color
and make its environment perfectly unified and harmonious
and we can adjust its hue to certain degree
For example at hue shift
we can slightly make it closer to other color
or make it closer to red or yellow
They all work
We can adjust it slightly
This value is very sensitive
so we need to slightly adjust it
For example we make it to left, -0,01
it will become closer to red
If we feel it's too red, we set it to -0.02
OK this orange is harmonious with the whole scene
Alright, if we're content with current color
then we can move to the next
so through Arnold material system in Maya
we assigned it an aiColorCorrect node
connecting to Base Color
so we can quickly adjust its surface color
There's no need to get back to SP
That's troublesome
Alright, this is first technique we learned
Let's see the second control method
In the second method let's observe robot's joint position
We will find
The resolution is not enough
It's hard to see clear
I'll increase it a bit
Go to View > Test > Resolution, and we change it into 150
OK at this time we see it's relatively clearer
We will find the current black area of robot's joint
Its texture looks a little dusky
It's not very smooth and clearly
reflects surrounding environment
If we want to increase its texture
to let it become more lustrous
We can further reflect surrounding environment clearly
How do we adjust
the following old mindset and work flow
we will come back to SP to adjust its roughness
And input it in here
and cover it and render again
This kind of work flow actually wastes a lot of time
Through here we can operate it
In roughness channel
data of black and white channel
It connects to node called aiRange
We've learned it before
How do we generate it
Put mouse in blank work space
and press and hold table
and input airange
second one here, connect it
OK now let's see how to connect airange in roughness channel
Our input node is this input
We can connect out color to it
And what special is is output node here
We can't connect out color to specular roughness
Roughness
We need to unfold this plus to go to channel
Let any of R, G, B channel connect specular roughness here
Why is it
We need to know roughness here accepts pure black and white data
and no any color data
Under airange
if it's out color
It actually includes mixing RGB
to get a color data
So after having color data
we individually extract any of RGB channels
connecting it
It's black and white
so its R,G,B channels have no difference
It's OK we casually connect one for these three channels
Currently what we connect is this kind of red channel
After connecting, we feel glossiness is low
Let's save current displaying status
and we learned before we can go through this area below
Before we learned output min
and output max
We can adjust its brighest and darkest area
Currently this has no glossiness
because it's white and bright
so that in roughness property it looks dusky and rough
Our expectation is to create glossiness to it
so its bright area is not too bright
so we adjust output here
There are still a function to see black
and white data of the current channel
Use mouse to select airange here
and click individual displaying button
Did you find it
Here only displays black and white data
We ceaselessly switch the selected node
The data we get is different
For example we select the normal node
It displays status of normal
For example the color node displays color data
So about displaying individually function
It's very core and great
We often can observe each channel's detailed data
OK this time we can see current effect is close to white
so we adjust output max
to drag it backward a bit
We will find it becomes a little darker
After becoming dark, its overall
coloring increases glossiness
Let's compare
This is the effect we didn't adjust
This is effect we adjusted
Did you find it
We've seen change of black and white data
Let's see how its rendering material is
At this moment let's turn off individually displaying
Let's wait for the rendering
At this moment we will find our model
has more glossiness comparing before
It's closer to connecting material
of metal joint we expected
At last let's see last core function in example
We can't restore and simulate it in PBR
It's in individual part in Arnold material sphere
We learned it before
It's called coat
It means an another layer of membrane attached on surface
so we will find the surface of robot here
will generate many sharp highlight
For current status we save it
And if we close Coat here
as computer finishing calculating
we will find if we close coat here
The whole little robot will lose glossiness data
For example surface has no a layer of oil paint
It feels like it doesn't reflect many surroundings
It looks very old
There's no brand new feeling
when we express one thing is light and
a lot of oil paint painted on surface
It didn't come off as time goes
We can open Coat here
to control painting
There're two key things under coat
One is roughness
One is IOR refraction
It's very crucial
As roughness becomes bigger
We will find oil paint on its surface will become rough
Highlight looks relatively disperse
If we make it smaller, highlight here will be gathered
making this layer of paint very transparent
very glossy
OK there's another one, IOR
About oil painting, it generally is around 1.5
It won't exceed too much
If we adjust IOR too big
The surface of robot looks like there's a layer of oil
Looks not like paint
Looks fake
So when we usually express metal paint
we generally set IOR to around 1.5
OK this lesson is over
Let's summarize what we learned in this lesson
First, learned PBR material system
We've created material system in SP
and learned how to correct import into our Arnold rendering frame
Second, we don't need to adjust it every time
We don't need to go back to SP
we can adjust its glossiness and
color through Arnold's nodes
The aiColorCorrect can conveniently adjust the color
Second is that through aiRange node
we can adjust its roughness
and glossiness
We can do it in Maya Arnold
Don't need to go back to SP
At last, we know an very good function in Arnold
It's called coat
to simulate metal
If a layer of paint is painted on its surface
and looks like brand new object
it offers us great help
to perfectly restore this kind of texture
In this lesson we still learned an
very interesting and core function
which is this individually displaying button
It not only can display our model
giving us a fast feedback of the model's texture
but also it can display color nodes and adjusting node
Then we can clearly see its true color after adjusting every joint
rather than entirely render a texture to
conclude and guess its rough color range
Alright, this lesson is over
Let's see in next lesson