Renderizacao com Mental Ray & 3ds Max
Realize your vision with stunning renders of your 3ds Max projects that can only be achieved with a powerful engine like mental ray. Beginning with a concise review of the essential concepts, you proceed to step-by-step tutorials that teach you how to render scenes with indirect light or with specif...
Otros Autores: | , , |
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Formato: | Libro electrónico |
Idioma: | Portugués |
Publicado: |
Rio de Janeiro :
Elsevier
2011.
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Edición: | 1st edition |
Colección: | Media technology
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Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009626918006719 |
Tabla de Contenidos:
- Front Cover; Rendering with mental ray® & 3ds Max; Copyright Page; Contents; Acknowledgements; Chapter 1.Getting Started with mental ray® in 3ds Max; 1.1 Introduction; 1.2 Important Information before We Get Started; 1.2.1 Software Driver; 1.2.2 Units; 1.3 Concepts; 1.3.1 Shaders; 1.3.2 Global Illumination; 1.3.2.1 Direct Light; 1.3.2.2 Shadows; 1.3.2.3 Bounced Light; 1.3.2.4 Environment Light; 1.3.2.5 Materials; 1.3.2.6 Caustics; 1.3.2.7 Volumetric Effect; 1.3.3 Final Gather; 1.3.4 Photons; 1.3.5 Ambient Occlusion; Chapter 2.Rendering with mental ray inside 3ds Max
- 2.1 Switching on mental ray2.2 mental ray and Indirect Illumination; 2.2.1 Introduction; 2.2.2 Indirect Illumination; 2.2.2.1 Final Gather (Exterior; 2.2.2.2 Final Gather (Interior); 2.2.2.3 Caustics; 2.2.2.4 Global Illumination; 2.2.2.5 Global Illumination and Final Gather Combination; 2.3 mental ray and Hidden Lines Contour Rendering; 2.3.1 Introduction; 2.3.1.1 Setting Up mental ray for Contour Line Renderin; 2.3.2 Contour Component Shaders; 2.3.2.1 Introduction; 2.3.2.2 Contour Contrast Component; 2.3.2.3 Contour Store Component; 2.3.2.4 Contour Output Component
- 2.3.2.5 Contour Composite Shader2.3.2.6 Contour Only Shader; 2.3.2.7 Contour PS (PostScript) Shader; 2.4 mental ray and Camera Shaders; 2.4.1 Introduction; 2.4.2 Camera Lens Shaders; 2.4.2.1 Distortion Shader; 2.4.2.2 Night Shader; 2.4.2.3 WrapAround Shader; 2.4.3 Camera Output Shaders; 2.4.4 Camera Volume Shaders; 2.4.4.1 Beam Shader; 2.4.4.2 Mist Shader; 2.4.4.3 Parti Volume Shader; 2.5 mental ray and Displacement; 2.5.1 Introduction; 2.5.2 Displacement without Special Shaders; 2.5.3 Displacement Based on the 3D Displacement Shader
- 2.5.4 Displacement Based on the Height Map Displacement Shader2.6 mental ray and Motion Blur; 2.7 mental ray and Depth of Field; Chapter 3.mental ray and Lights; 3.1 Introduction; 3.2 Standard Lights; 3.2.1 Omni and Spots; 3.2.2 Skylight; 3.2.3 mental ray AreaLights (mr Omni andmr Spot; 3.3 Photometric Lights; 3.3.1 Photometric Lights; 3.3.2 IES Sun and IES Sky; 3.3.3 Daylight System (IES Sun and IES Sky; 3.3.4 Daylight System (mr Sun and mr Sky); 3.4 mental ray-Specific Light Rollouts and Shaders; 3.4.1 mental ray Indirect Illumination Rollout; 3.4.2 mental ray Light Shader Rollout
- 3.4.2.1 Ambient/Reflective Occlusion Shader3.4.2.2 Light Infinite Shader; 3.4.2.3 Light Point Shader; 3.4.2.4 Light Spot Shader; Chapter 4.mental ray and Materials; 4.1 Introduction; 4.2 Arch & Design Material; 4.2.1 Introduction; 4.2.2 User Interface; 4.3 Car Paint; 4.4 mental ray Material; 4.5 DGS Material; 4.6 Glass Material; 4.7 SSS Materials; 4.7.1 SSS Fast Material; 4.7.2 SSS Fast Skin Materia; 4.7.3 SSS Fast Skin Material plus Displacement; 4.7.4 SSS Physical Material; Chapter 5.mental ray and Shaders; 5.1 Introduction; 5.2 Material-Related Shaders; 5.2.1 DGS Material Shader
- 5.2.2 Dielectric Material Shader