Introduction to mental ray in Softimage 7.5

In this tutorial, we will learn how mental ray's tools and core features work, as well as exploring solutions for simulating lighting that's physically accurate, and time-saving techniques to overcoming common challenges that artists of any skill level often encounter. Software required: Softimage 7.5 or higher.
Course info
Level
Beginner
Updated
Oct 29, 2009
Duration
2h 55m
Table of contents
Description
Course info
Level
Beginner
Updated
Oct 29, 2009
Duration
2h 55m
Description

In this tutorial, we will learn how mental ray's tools and core features work, as well as exploring solutions for simulating lighting that's physically accurate, and time-saving techniques to overcoming common challenges that artists of any skill level often encounter. We'll begin our tutorial by learning how to use global illumination, final gather, and the new Irradiance Particles as well as importons so that you can easily simulate the effects of indirect lighting and quickly render highly realistic scenes. We'll also spend some time going over how you can dramatically increase your rendering speed by saving and re-using indirect illumination data, giving you more time to focus on the creative aspect of the image. We'll also explore how you can use caustics to simulate the light patterns that are created when light passes through refractive surfaces. Then, we'll then take time to explore several specialized mental ray shaders like the architectural materials, subsurface scattering, and ambient occlusion shaders, as well as learn how we can use Render Passes and Render Channels to split our renders into multiple passes for compositing purposes. Software required: Softimage 7.5 or higher.

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
Hello and welcome to introduction to mental ray in Softimage 7. 5, created by Digital-Tutors in Autodesk Authorized Publisher. My name is Kyle and as part of the Digital-Tutors team, I've had the opportunity of teaching mental ray and various renderer related topics to professional artists from companies like Motorola as well as instructors from top universities across the country. Now I'm really glad to have the opportunity to take you through this series of project based examples, so we can see and really understand exactly how mental rays, core duals and functions work. We will also explore solutions for simulating lighting that is physically accurate as well as some time-saving techniques to overcoming common challenges that really artists of any skill level can often encounter. We will begin our training by learning how to use Global Illumination, Final Gather, and the new irradiance particles, as well as importons so that you can easily simulate the effects of indirect lighting and quickly render highly realistic scenes. We will also spend some time going over how you can dramatically increase your rendering speed by saving and reusing indirect illumination data giving you more time to focus on the creative aspect of the image. We will also explore how you can use caustics to simulate the effect of light patterns that are created when light passes through either refractive surfaces or reflective objects. Then we will take time to explore several specialized mental ray shaders like the architectural materials, the subsurface scattering shaders and ambient occlusion, as well as learn how we can use render passers and render channels as a way of splitting our renders into multiple passes for compositing purposes. By the time you complete this training, you will have gained a very strong understanding of how to utilize mental ray's robust features allowing you to create high quality artwork for a multitude of projects. So in our next lesson, we will start by looking over some of the render settings bound in Softimage that you'll need to be familiar with before moving on to our discussion on global illumination.