Lynda 3ds Max 2010: Iluminar y Renderizar con Mental Ray / Lighting and Rendering with Mental Ray

Lynda 3ds Max 2010 Lighting and Rendering with Mental Ray





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          

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