mental ray Workflows in Softimage: Final Gathering
In this series of lessons, we will learn how mental ray uses Final Gathering to simulate indirect illumination within Softimage. Software required: Softimage 2010 or higher required for project files.
What you'll learn
In this series of lessons, we will learn how mental ray uses Final Gathering to simulate indirect illumination within Softimage. In the world around us, much of the light that we perceive comes from indirect illumination, or light that bounces off other surfaces to illuminate our surroundings. One of the ways that mental ray allows us to incorporate realistic light bouncing into our rendered images is to use Final Gathering. We will begin this course by learning about the underlying principles of Final Gathering, and how it calculates an indirect lighting result. From there, we will learn how to adjust Final Gather quality settings, how to reduce the amount of Final Gather flickering seen in animations, as well as many other lessons dedicated to explaining the various features and parameters used to control the Final Gather result. By the time you complete this course, you will have a much stronger understanding of the underlying principles of Final Gather, as well as a better understanding of some the common Final Gathering pitfalls and their solutions. Software required: Softimage 2010 or higher required for project files.
Table of contents
- Enabling Final Gather in Softimage Renders 6m
- Using Final Gather with Luminous Materials 7m
- Adjusting the Number of Final Gather Rays 5m
- Adjusting Final Gather Point Distribution 8m
- Controlling Final Gather Radius Values 11m
- Adjusting Final Gather Falloff 4m
- Using Final Gather for Image-based Lighting 5m
- Altering the Final Gather Visibility of a Mesh 7m
- Adjusting Final Gather Trace Depth 13m
- Altering Final Gather Primary and Secondary Bounce Colors 5m
- Saving and Re-using Final Gather Point Maps 11m
- Reducing Final Gather Flickering in Animations 13m
- Final Gather Lighting Exercise 19m