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.
What you'll learn
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.
Table of contents
- Overview of Softimage Render Settings 7m
- Simulating Indirect Lighting with Global Illumination 11m
- Using Final Gather for Indirect Lighting Effects 14m
- Using Global Illumination and Final Gather Together 4m
- Saving and Reusing Indirect Illumination Data 9m
- Using HDR Images for Realistic Lighting Results 9m
- Creating Caustic Light Patterns 12m
- Overview of Architectural Material 10m
- Controlling Photon Attributes in the Render Tree 9m
- Creating High Quality Displacement Effects 9m
- Overview of Subsurface Scattering Shader 14m
- Rendering with Physical Sun and Sky Shaders 11m
- Applying Tone Mapping Shaders to the Camera 9m
- Rendering with Portal Lights 8m
- Using Importons and Irradiance Particles 14m
- Alternative Workflow for Image-based Lighting 3m
- Setting up Multiple Render Passes 8m
- Rendering Multiple Passes Using Render Channels 7m
- Transferring Render Settings to the Render Manager 6m