Rendering with mental ray and 3ds Max

Create stunning renders of your 3ds Max models in mental ray with this concise guide. Learn all of the essential concepts such as indirect illumination, materials, render options, shaders, and lighting. Rendering with mental ray and 3ds Max, Second Edition is now revised to cover Autodesk Revit and...

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Detalles Bibliográficos
Otros Autores: Steen, Joep van der., author (author), Boardman, Ted (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Burlington, Mass. : Focal Press 2009.
Edición:2nd ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628286606719
Tabla de Contenidos:
  • Cover; Rendering with Mental Ray® and 3ds Max; Copyright; Acknowledgments; Dedication; Contents; Chapter 1: Getting Started with Mental Ray® in 3DS Max; 1.1 Introduction; 1.2 Getting Started; 1.2.1 Setting 3DS Max and 3DS Max Design Interface and Defaults; 1.2.1.1 Exercise: Switching Defaults and User Interface; 1.2.2 Units in 3DS Max; 1.2.2.1 Exercise: Setting Display and System Units in 3DS Max; 1.3 Concepts; 1.3.1 Global Illumination; 1.3.1.1 Direct Light; 1.3.1.2 Bounced Light; 1.3.1.3 Environment Light; 1.3.1.4 Shadows; 1.3.1.5 Materials and Shaders; 1.3.2 Final Gather; 1.3.3 Photons
  • 1.3.4 Exposure Control1.3.5 Ambient Occlusion; 1.3.6 Gamma Correction; 1.4 Companion Website; Chapter 2: Rendering with Mental Ray®; 2.1 Introduction; 2.1.1 Gamma Correction; 2.1.2 Indirect Illumination; 2.1.2.1 Final Gather; 2.1.2.2 Global Illumination; 2.1.3 Ambient Occlusion; 2.1.4 Render Presets; 2.2 Gamma Correction; 2.2.1 Exercise: Enable Gamma Correction; 2.3 Indirect Illumination; 2.3.1 Final Gather-Exterior Scene; 2.3.1.1 Exercise: Enabling Final Gather; 2.3.1.2 Render Frame Window; 2.3.1.3 Exercise: Render Preset; 2.3.1.4 Exercise: Image Precision (Antialiasing)
  • 2.3.1.5 Exercise: Area to Render2.3.1.6 Exercise: Trace Limits; 2.3.1.7 Exercise: Monochrome Button; 2.3.2 Final Gather-Interior Daylight; 2.3.2.1 Exercise: Interior Scene with Direct Light; 2.3.2.2 Exercise: Final Gather with Bounces; 2.3.3 Global Illumination-Interior Daylight; 2.3.3.1 Exercise: Enabling Global Illumination; 2.3.3.2 Exercise: Systematically Increasing Photons per Sample and Radius; 2.3.4 Gi and Fg Combined; 2.3.4.1 Exercise: Applying Final Gather to a Global Illumination Scene; 2.3.5 Ambient Occlusion; 2.3.6 Render Presets; Chapter 3: Mental Ray® and Lights
  • 3.1 Introduction3.2 Standard Lights; 3.2.1 Rendering in Mental Ray with Standard Lights; 3.2.1.1 Exercise: Standard Lights with Shadows; 3.2.1.2 Exercise: Mixing Standard Lights and Photometric Daylight; 3.3 Photometric Lights; 3.3.1 Target Photometric Lights; 3.3.1.1 Exercise: Adding and Adjusting Photometric Lights; 3.4 Sky Portal; 3.4.1 Channeling Daylight with a Sky Portal; 3.4.1.1 Exercise: Sky Portal; 3.4.2 Sky Portal and Scene Environment; 3.4.2.1 Exercise: Sky Portal Artifacts; 3.5 Daylight System and Physical Sky Shader; 3.5.1 Creating a Scene Using the Mr Physical Sky Shader
  • 3.5.1.1 Exercise: Placing a Daylight System with Physical Sky Background3.5.2 Haze and Clouds; 3.5.2.1 Exercise: Adjusting the Haze in the Sky; 3.5.2.2 Exercise: Using a Background Image; Chapter 4: Mental Ray® and Materials; 4.1 Introduction; 4.2 Arch & Design Material; 4.2.1 Arch & Design Templates; 4.2.1.1 Exercise: Setting Arch & Design Templates; 4.2.2 Controlling Reflections; 4.2.2.1 Exercise: Brdf Control of Reflections; 4.2.3 Self-Illumination; 4.2.3.1 Exercise: Self Illuminating Headlights; 4.2.4 Cutout Maps; 4.2.4.1 Exercise: Cutout Maps for Transparency; 4.2.5 Ambient Occlusion
  • 4.2.5.1 Exercise: Ambient Occlusion for Contrast