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Maya lt arnold
Maya lt arnold




For example: 10 and 14 exp (Maya) = 10 cd (Unreal).Īlso consistent. So you need the extra 14 exposure steps in Maya.Īlso consistent. Intensity: 1 and Exposure 14 (Maya) = 1 cd (Unreal) Usually, about 1% perceived brightness difference. That is pretty consistent when you increase the light intensities:įor example: 50 and Exp 1 (Maya) = 50 Lux (Unreal) So you need an extra exposure step in Maya to match the Unreal visuals. Intensity: 1 and Exposure 1 (Maya) = 1 Lux (Unreal) I used some volumetric effects in both cases. There are no additional corrections on the images.

  • I used a few real-time GI technique to get better result (SSGI and Light Propagation Volume) in Unreal.
  • I didn’t used any ray-tracing technique in Unreal.
  • maya lt arnold

    (There is no point to use Unreal for previz – or at all 🙂 – if you have to wait for the light baking process.) Maybe this is not applicable for all Unreal project but for previz it’s a usable one.

  • I had to choose an eye adaptation method:įor consistency, I chose the Auto Exposure Basic method with Exposure Compensation: 0, Min.
  • I used the default settings as it you get from a default Game Project.
  • Other than that I didn’t change anything.
  • I used a mid gray sRGB texture as base color with the Utility – sRGB – Texture color space.
  • In short: Unreal using “filmic tonemapper” settings by default (ACEScg/sRGB(ACES) like results), so I decided to do this test in ACEScg color space with the sRGB(ACES) view transform in Maya.
  • If you have to deviate from it, the results will not match in most cases (there are a few exceptions, for example with IBL based lighting). My test scenes are in 1:1 scale (real-world size). My goal was to match the previz visuals, not the full rendering process.Īlso, I did not try to match the colours, that could be a very difficult task. I compared the sRGB results, not the linear, high dynamic range EXRs. I didn’t want to compare the final renders, but if the previz lighting is usable in Maya/Arnold as a starting point, then that could be a good way to start the actual lighting process in Maya/Arnold.įirst I had to choose a method for the testing: If you’re using Unreal Engine as a previz tool, at some point you need to reproduce the lighting conditions (at some level of accuracy) in Maya/Arnold. Equivalent light intensity values between Unreal and Maya/Arnold.






    Maya lt arnold