mental ray Production Shaders in 3ds Max

In this series of lessons, we will discuss the advanced rendering features found in the 3ds Max mental ray production shaders and how they can become a valuable part of your production pipeline. Software required: 3ds Max.
Course info
Level
Intermediate
Updated
Sep 24, 2009
Duration
51m
Table of contents
Description
Course info
Level
Intermediate
Updated
Sep 24, 2009
Duration
51m
Description

In this series of lessons, we will discuss the advanced rendering features found in the 3ds Max mental ray production shaders and how they can become a valuable part of your production pipeline. We will learn how these production shaders can be used for a variety of purposes, such as adding nearly-instantaneous motion blur to our rendered images. We will discuss shaders that allow seamless integration of our 3D art into a live-action plate, as well as production shaders that allow for rapid correction and re-rendering of specific scene elements. Finally, we will be discussing several other production shaders. Using these shaders, we now have access to mental ray features that will allow us to render our images faster and with much higher levels of control and quality. Software required: 3ds Max.

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, I'm Kyle with Digital-Tutors, an Autodesk authorized publisher. In this series of lessons, we're going to be highlighting some of the Viewport enhancement features that are part of 3ds Max 2010. Now, we'll be able to use these features to really give us a more accurate feedback of lighting and shading directly within the Viewport. So through these lessons we're going to take advantage of new features such as viewing real-time shadows and ambient occlusion. We'll also use instantaneous Viewport feedback for controlling photometric light profiles and camera exposure controls. We'll also have the opportunity to explore new features, such as real-time display of the daylight system and several display improvements that can now be found on the architectural and design materials. We'll also talk about several other Viewport enhancements along the way. Now utilizing these new features within 3ds Max, we now have a much better idea of what types of results we'll get when rendering. So, really by taking a lot of the guesswork out of the rendering process, we'll be able to work much faster and work much more efficiently. So, with that let's go ahead and get started in our next lesson.