Description
Course info
Level
Beginner
Updated
Aug 2, 2011
Duration
2h 28m
Description

In this series of tutorials, we will be exploring the core tools and features of mental ray in Softimage. Having a solid understanding of the features of mental ray is a crucial step toward becoming an efficient and productive rendering artist in Softimage. We will begin our tutorial by learning several methods for simulating realistic indirect lighting in Softimage, such as global illumination, final gather, as well as Importons and Irradiance Particles. We will also explore the use of caustics to simulate the light patterns created as light passes through refractive surfaces. In addition, we will also explore Image-based lighting techniques, camera and environment shaders, utilizing render passes and render channels, as well as many other tools and techniques that will allow you start rendering high quality work for a multitude of projects. Softimage 2012 and up

About the author
About the author

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.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi, I'm Kyle with Digital-Tutors, an Autodesk authorized publisher. In this series of lessons, we're going to be exploring the core tools and features of Mental Ray in Softimage. Now, having a core understanding of how the features in Mental Ray work is really a crucial step toward becoming an efficient and productive rendering artist in Softimage, so we'll begin our training by learning several methods for simulated realistic indirect lighting, such as global illumination, final gather, as well as importons and irradiance particles. We'll also explore how you can start to use caustics to simulate the light patterns that are created as light starts to pass through any kind of a refractive surface. In addition, we'll also explore image-based lighting techniques, camera and lens shaders, utilizing render passes and render channels, as well as many other tools and techniques that will allow you to really start generating high-quality work for a multitude of projects. So in the next lesson, we're going to go ahead and get started.