![]() ![]() If I zoom in on my figure of a dancer here, I won't see that distracting image in the viewport. And to do that, I've positioned the Skydome light where it will not be visible in the viewport. ![]() I only want to see the lighting, not the backdrop. I don't want the Skydome to show a background in the test rendering, that's distracting. I just wanted to show you the setup that I'm using with that Skydome, so that you can reproduce it. To learn how to set that up, you can see my other course, Maya rendering with Arnold 6. I'm using an Arnold Skydome light here in the scene. And I've done that using an image from a website called. A good practice is to illuminate the scene with a high dynamic range image. Before we start working with the standard surface material, we need to set up the scene for material design and testing, also known as look development. It's an all purpose physically based material that is designed to be renderer agnostic, meaning that it should look pretty much the same when rendered in any physically based renderer. In this chapter, we'll take a first look at the Autodesk standard surface material.
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