Learn an essential workflow to rendering with mental ray and techniques for fully utilizing the tools available inside 3ds Max to save time and see better results. Software required: 3ds Max 2009 and up. Software required: 3ds Max 2009 and up (required to open project files).
Learn an essential workflow to rendering with mental ray and techniques for fully utilizing the tools available inside 3ds Max to save time and see better results. Contains over 2 hours of project-based training for artists new to mental ray and experienced artists seeking a refresher. Popular highlights include: mental ray Overview; Global Illumination Workflow; Final Gather Workflow; Caustics Workflow; Emitting GI Photons from Light Sources; Photon Energy and Decay Parameters; Controlling Final Gather Accuracy; Adding Secondary Final Gather Bounces; Mixing Final Gather and Global Illumination; Saving and Reusing Lighting Data; Image-based Lighting; HDR Exposure Controls; Emitting Caustic Photons from Lights; Optimizing Caustic Photon Use; Subsurface Scattering Shader; Ambient Occlusion Shader; mental ray Architectural Material; Utilizing the Material Editor; Contour Line Rendering; Using Render Elements; Scene States; Compositing Rendered Passes. Software required: 3ds Max 2009 and up. Software required: 3ds Max 2009 and up (required to open project files).
Kyle was one of the first authors for Digital-Tutors (now a Pluralsight company) and has been a part of the team for over 10 years. Kyle began his career in computer graphics education as a college instructor and worked as a Digital-Tutors rendering tutor and curriculum manager since 2002.
Introduction and Project Overview [Autogenerated] Hello and welcome to introduction to Mental Ray in three D. S. Max, presented by digital Tutors and Auto Desk Authorized publisher. My name's Kyle and I'll be your instructor as we explore some of the essential tools and techniques that you'll need to know in order to begin rendering with memory. So Middle Ray is a rendering engine that's widely used throughout the CG industry due to its ability to render out highly detailed, photo realistic imagery. Now, having a solid understanding of mental Ray's work flows as well as limitations and the Worker rounds is an essential step toward becoming an effective rendering artist in three D S. Max. So we'll begin our training by discussing how we can simulate the effects of indirect lighting through the use of global illumination and final gather. We'll also see how we can dramatically increase our rendering speed. By saving and reusing this indirect illumination data, we'll see how we can use Cost IX to simulate the effect of light patterns that are created through refractive surfaces. It will take time to explore several specialized mental ray shooters as well as learn how we can split our renders into multiple passes for compositing purposes, just to name a few of the topics that we're going to be discussing. So by the time you complete this training, you'll have a very strong understanding of the core features of metal rate as well as the best ways that these features can be used to push your renders to that next level of realism. So we have a lot of material to cover over the course of the next few hours. So when our next listen, we're gonna go ahead and get started.