Rendering Interiors in XSI
Learn a time-saving workflow to rendering interior sets and production-tested mental ray techniques that can be used for film, games, and architectural visualizations. Software required: XSI 6.0 and up (XSI 6.02 is required to open project files).
What you'll learn
Learn a time-saving workflow to rendering interior sets and production-tested mental ray techniques that can be used for film, games, and architectural visualizations. Contains four hours of project-driven training. Ideal for intermediate artists. Popular highlights include: Emitting Photons from Light Sources; Fine-tuning Global Illumination Results; Smoothing Global Illumination Results with Final Gather; Using Architectural Materials in XSI; Overriding Photon Properties; Adding Realism with Ambient Occlusion; Utilizing Multi-bounce Final Gather as GI Alternative; Outputting Images to 32-bit .EXR Format; Modifying Geometry for Optimal Global Illumination; Setting up Render Passes in XSI; BSP Memory Optimization Techniques; Using Custom XSI Shaders; Compositing Rendered Passes in External App; Adjusting Exposure Settings. Software required: XSI 6.0 and up (XSI 6.02 is required to open project files).
Table of contents
- Identifying Key Points to Be Aware of When Approaching Lighting in Softimage 5m
- Creating the Primary Light Source for a Daytime Render 9m
- Adding Textures to the Floor and Creating an Outside Environment 10m
- Creating a Photon Casting Light and Adding Rough Global Illumination 14m
- Adding Glossy Reflections to the Floor and Altering Its Photon Interaction Properties 9m
- Adding Final Gather to the Scene to Smooth out the Global Illumination Result 7m
- Modifying the Room's Geometry in Order to Get a Cleaner Global Illumination Result (Part 1) 11m
- Modifying the Room's Geometry in Order to Get a Cleaner Global Illumination Result (Part 2) 17m
- Modifying the Room's Geometry in Order to Get a Cleaner Global Illumination Result (Part 3) 11m
- Assigning and Adjusting the Materials for the Couch and Chair 12m
- Creating Realistic Glass and Chrome Materials for the Coffee Table 10m
- Controlling How Lights and Photons Interact with Translucent Surfaces 10m
- Creating and Adjusting the Materials for Various Smaller Objects in the Living Room 11m
- Altering the Room's Geometry to Extend the Floor into the Hallway 8m
- Using BSP Diagnostics to Control the Scene's Render Performance 13m
- Fine-tuning the Overall Lighting in the Scene 15m
- Creating an Ambient Occlusion Pass to Enhance Shadowed Detail 11m
- Using Directional Ambient Occlusion to Simulate More Realistic Soft Shadows 13m
- Using the Render Manager to Set up Final Image Output 10m
- Using an External Image Editing Application to Make Final Adjustments to Rendered Frames 9m
- Resetting Your Softimage Scene in Preparation for a Nighttime Light Setup 7m
- Setting up the Lamp as the Room's Primary Light Source 5m
- Adding Primary and Secondary Final Gather Rays to Simulate the Effects of Global Illumination 15m