Introducing Irradiance Particles. Understanding Camera Output Shaders. Using Batch Render. Accelerating Test Renders.
Mastering Mental Ray : Jennifer O'Connor :
Indirect Illumination and Final Gather. Understanding Final Gather. Using Daylight and Final Gather.
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Producing Animations with Final Gather. Global Illumination and Caustics. Using Global Illumination. Introducing the Autodesk Exposure technology.
Mastering mental ray: Rendering Techniques for 3D and CAD Professionals
Using Nonphotorealistic Rendering Techniques. Appendix A The Bottom Line. She is the founder and President of 4D Artists Inc. Jennifer has been working with CAD software since and 3D software since , on projects ranging from museum animations and tropical islands to product visualization. Uh-oh, it looks like your Internet Explorer is out of date.
The book uses 3ds Max and 3ds Max Design to show the integration with mental ray, but users of any 3D or CAD software can learn valuable techniques for incorporating mental ray into their pipelines. Takes you under the hood of mental ray, a stand-alone or bundled product that is often used with 3D or CAD software in the creation of movies, games, architectural renders, and television Focuses on only the most pertinent tools and techniques for busy professionals who need to quickly apply them on the job Provides compelling, practical tutorials so you can start incorporating mental ray into your own production pipelines Includes a DVD with step-by-step videos to help drive home concepts and techniques Learn effective mental ray techniques with this great guide, then keep this practical book at your workstation for reference while you work!
She is the founder and President of 4D Artists Inc. Jennifer has been working with CAD software since and 3D software since , on projects ranging from museum animations and tropical islands to product visualization. Read an Excerpt Click to read or download. Chapter 1:mental ray Essentials.
Enabling mental ray. Choosing mental ray for an Existing Scene. Exploring mental ray's Design-Related Defaults. Using Project Folders. Setting System Units. Setting Gamma Options. Quick-Start Render Settings. Introducing the Sampling Quality Antialiasing Settings. Introducing Final Gather. The Bottom Line. Chapter 2:Materials and Maps. Introducing the Slate Material Editor. Using the Slate Material Editor.
Working with Bitmaps. Using the Bitmap Proxies Option. Using the Bitmap Pager Option. Using the mental ray Map Manager. Using Bitmaps When Working Remotely.
Using Relative Paths and the Resource Collector. Using the Asset Tracking Tool. Working with Materials, Maps, and Colors. Introducing the Autodesk Materials.
Introducing the Autodesk Material Library. Introducing ProMaterials. Introducing the MetaSL Material. Creating Glazing Materials. Applying Real-World Scale. Chapter 3:Light, Shadow, and Exposure Control. Using Material Override. Introducing Exposure Controls. The Logarithmic Exposure Control.
The mr Photographic Exposure Control. The Pseudo Color Exposure Control. Working with Light Objects. Start in Darkness…. Use Photometric Lights. Use Shadows. Use Light Assemblies. Use Instance Lights with Common Properties. Avoid Ambient Light. Use the Light Lister to Manage Lights. Understanding Photometric Lights.
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Understanding Shadow Types. Working with Light Distribution Type Settings. Understanding Shape and Area Shadows. Introducing Daylight Systems. Introducing the mr Sky Portal. Chapter 4:Rendering. Introducing Backburner Network Rendering.
Enabling Render Output to Backburner. Using Split Scan Lines. Adjusting Network Rendering Advanced Settings. Using the Backburner Monitor. Using Batch Render. Introducing mental ray Proxy Objects. Understanding Render Settings. Modifying Common Tab Settings. Defining File Output Options. Understanding the Renderer Tab Settings. Understanding the Processing Tab Settings. Understanding Translator Settings and Memory Settings. Using Distributed Bucket Rendering.
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Accelerating Test Renders. Chapter 5:Indirect Illumination and Final Gather. Defining Direct and Indirect Illumination.
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