XPU requires materialX shaders for rendering, instead of VEX based shaders (i.e. principled shader) …
out -> Redshift -> Volumetric -> check enable scattering: 10 phase: 0.5 add rslight …
on a light -> objects tab -> check Enable Light-Mesh Associations then select object …
finding lights angles in viewport -> click No Cam icon -> select the light …
shadows quality/sharpness -> area light options tab: uncheck Normalize Light Intensity to Area then …
add light node type: geometry (check render light geometry) area light options -> select …
add environment light (from shelf) Environment Map: set HDR here check/uncheck render light geometry …
add env light -> render options -> check portal add a grid and select …
add box node delete all faces, except bottom and back add polybevel node for …
place background image in nodes window as reference (node view port -> tools) shift …
in mask field: * ^/obj/grid1 (all except grid1)
camera -> view tab -> focal length sampling tab -> f-Stop ACHTUNG: aperture = …
camera -> view tab -> shutter time
in perspective view, rotate to see the cam click on camera node, press ENTER …
just click on photo icon below render to create one and use slider to …
mantra -> images -> extra images planes check combined lighting (per component) check direct …
mantra -> images -> extra images planes add extra image plane VEX variable Af
add mainobject add grid/bg apply shadowmatte (from utilities) add 2 mantra render nodes (name …
workflow using two renderings this simple workflow creates two renderings, color and shadow …
add karma material builder node and dive inside add mtlx ambient occlusion node (to …