Having a solid understanding of mental ray's core features, and how they work, is a crucial step toward becoming an efficient and productive rendering artist in 3ds Max. We will begin our training in this series of tutorials by learning two different methods for simulating realistic indirect lighting in 3ds Max, the first method will use global illumination, then we will learn about the second method using final gather. We will also explore how you can use caustic photons to simulate the detailed light patterns that are created when light passes through refractive surfaces. In addition, we will also explore Image-based lighting techniques, we will learn how to minimize rendering artifacts such as final gather flickering from our animated scenes, as well as many other tools and techniques that will allow you start generating high quality work for a multitude of projects.
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 Hi, I'm Kyle with Digital-Tutors, an Autodesk authorized publisher. In this series of lessons, we'll be exploring some of the core tools and features of mental ray inside of 3ds Max. So, really having the solid understanding how the core features of mental ray work is a very, very crucial step toward becoming an efficient and productive rendering artist in 3ds Max. So we're going to begin our training by learning a couple of different methods for simulating things like realistic, indirect lighting inside of our applications. We'll first look at how we can start to use global illumination to achieve this effect, and then we'll learn about Final Gather, which is another form of indirect illumination inside of 3ds Max. So we'll also explore how you construct use things like caustic photons to simulate the really, really detailed light patterns that are created as light starts to pass through in a sort of a refracted surface. In addition, we'll also explore things like image-based lighting. We'll learn how you start to minimize artifacts for our renders, such as Final Gather flickering, for any sort of an animated scene, as well as many other tools and techniques that are really going allow you to start generating high-quality work for any number of projects. So in the next lesson, we'll go ahead and get started.