Author: Aaron F. Ross | Duration (hr:min): 05:43 | Language: English | 1DVD | Released on: 12/2/2009 | Exercise files: Yes | Size ( Compressed ): 577MB | Size ( After Extraction ): 637MB
Description
3ds Max 2010: Lighting and Rendering with mental ray explores one of the most powerful toolsets for photorealistic 3D image visualization: the mental ray renderer in 3ds Max. Aaron F. Ross shows how to use mental ray's combination of materials, lighting, and rendering to achieve a variety of effects, from glossy surfaces to reflections and transparency. He provides an in-depth review of photometrics and the tools used to adjust lighting in 3ds Max, including brightness, intensity, and color temperature along with a wide variety of lighting scenarios. Aaron also devotes time to getting the most out of mental ray's powerful rendering engine and improving render efficiency. Exercise files are included with this course.
Topics include:
* Applying mental ray materials
* Setting photometric lighting
* Rendering glossy surfaces with raytracing
* Using indirect illumination
* Simulating exterior and interior lighting scenarios
* Selecting appropriate special effects
Table Of Contents
Introduction
Welcome
Using the exercise files
Setting a project folder
1. Concepts
Understanding mental ray
Understanding local illumination
Understanding global illumination
Assigning the mental ray renderer
Using the rendered frame window controls
2. Gamma Correction
Understanding gamma
Recognizing the symptoms of incorrect gamma settings
Applying gamma correction
3. Ray Tracing
Understanding raytracing
Limiting the trace depth of reflections and refractions
Applying a raytrace reflection map to a standard material
Applying a raytrace refraction map to a standard material
Setting the index of refraction
Using architectural materials for raytraced reflections
4. Transparency
Modeling thin, transparent objects such as window glass
Disabling shadows
Setting simple transparency
5. Materials
Understanding the pros and cons of mental ray materials
Getting familiar with the Arch & Design material
Learning from the Arch & Design templates
Working with diffuse color and diffuse level
Setting reflectivity and glossiness
Rendering thin wall reflections
Rendering solid glass
Controlling BRDF
Rendering translucency
Using ProMaterials
6. Photometrics and Exposure Control
Understanding photometrics
Understanding the importance of modeling to scale
Using free lights
Selecting photometric templates
Understanding mr photographic exposure control
Adjusting brightness with exposure value
Using photographic exposure settings
Understanding color temperature
Setting the exposure whitepoint
Adjusting contrast with exposure image control
7. Advanced Photometrics
Installing and using photometric .IES files
Choosing a light distribution type
Setting light intensity
Using target lights
Adjusting spotlight hotspot and falloff angles
Emitting light from shape
8. Shadows
Understanding the pros and cons of shadow types
Controlling shadows via object properties
Controlling shadows via light exclusion
Rendering shadow map shadows
Rendering raytraced shadows
9. Final Gather
Understanding final gather
Adjusting exposure control for final gather
Setting initial FG point density and rays per FG point
Setting interpolation and diffuse bounces
Tuning final gather settings to the scene
Controlling object properties for final gather
Optimizing final gather for animations
10. Sampling Quality
Controlling render quality with samples per pixel
Understanding spatial contrast settings
Using filter settings to apply blur for anti-aliasing
11. Exterior Daylight
Creating a daylight system
Setting the location, date, and time from the Motion panel
Choosing mr sun and mr sky from the Modify panel
Understanding the mr physical sky environment map
Adjusting exposure value and image control
Setting the exposure whitepoint
Choosing a sky model
Controlling haze
Working with mr sky advanced parameters
12. Interior Daylight
Understanding mr sky portals
Creating mr sky portals
Controlling mr sky portal shadows
13. Rendering Environment Backdrops in 3ds Max
Understanding the pros and cons of environment mapping
Acquiring or creating background images
Modeling a flat image plane backdrop
Increasing map output for use with exposure control
Adjusting the color map to color-correct the backdrop
Applying a LookAt constraint to the image plane
Modeling cylindrical panorama backgrounds
14. Compositing Environment Backdrops in Photoshop
Understanding alpha channels
Rendering still images for After Effects or Photoshop
Converting the alpha channel to a Photoshop layer mask
Using Photoshop adjustment layers for color correction
15. Ambient Occlusion in Arch & Design Materials
Understanding ambient occlusion
Enabling AO in the arch & design material
Using color from other materials
Setting ambient occlusion parameters
16. Scene-Wide Ambient Occlusion
Understanding the need for a "poor man's global illumination"
Creating a standard omni light at the origin
Setting intensity and enabling ambient only
Creating an ambient/reflective occlusion map
Adjusting type and samples
Setting bright and dark
Understanding spread
Setting max distance and falloff
Excluding transparent and self-illuminated objects
17. Volume Lights
Understanding atmospheres
Adding a volume light atmosphere
Setting exposure physical scale to "unitless"
Adjusting volume light parameters
Adding noise to the volume light
18. Lens Effects
Understanding lens effects
Adding a lens effect to a light
Adjusting lens effect globals
Setting glow element parameters
Adding a star element
Conclusion
Goodbye
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