Showing posts with label Mental Ray. Show all posts
Showing posts with label Mental Ray. Show all posts

Monday, January 16, 2012

Mental Ray - Lighting and Shaders Rendering Techniques


Mental Ray - Lighting and Shaders Rendering Techniques
English | AVC1 1024?768 | MP3 128 Kbps | Size 1.34 GB
Genre: eLearning

In the second DVD of this series, Matt Hartle focuses on lighting, shaders, and High Dynamic Range Imaging (HDRI) within Mental Ray for Maya. Mental Ray supports most of Maya’s features, in addition to many others. This DVD shows you how to get the best use of Mental Ray to render fluids, particles, fur, geometry based paint effects, blurry reflections and refractions, area lights, contour rendering, and High Dynamic Range images.


Topic Covered:
* Lighting
* Shaders
* HDRI
* Image Based Lighting
* Reflections/Refractions
* Sub-surface Scattering

Chapter:
1. Introduction
2. Shadows
3. Volumetric Shadows
4. Fur
5. Area Lights
6. Command-Line Image Conversion
7. Blurry Reflections and Refractions
8. Contour Shader
9. High Dynamic Range Images
10. BONUS - Subsurface Scattering: Fast Simple
11. BONUS - Subsurface Scattering: Physical

Video codec: QuickTime
Video: MOV, SVQ3 Sorenson Video 3, 1846 kbps, 1024 768


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Wednesday, January 11, 2012

Making Turntable Animations - Maya Techniques with Alex Alvarez


Making Turntable Animations - Maya Techniques with Alex Alvarez
English | AVC1 1280x800 | MP3 128 Kbps | Size 1.15 GB
Genre: eLearning

This tutorial demonstrates a simple, yet effective, solution for creating dynamic turntables. Utilizing Maya's two-node camera, motion path animation provides a flexible way to move the camera around the model. Precise and cycling rotations are combined with a moving camera, to allow for various views of the model in a single turntable. We begin the tutorial by creating a three-point lightrig using raytraced shadows and Mental Ray. This tutorial demonstrates how to render a Maya animation from the Command Line. While it is possible to render from within Maya using Batch Render, there are several advantages to avoiding this approach. More memory is available to the renderer when Maya is closed which is often a necessity. But furthermore, command line rendering simplifies the process of managing rendered frames, network rendering and the batch rendering of multiple scenes. This tutorial also demonstrates how to render the wireframe/topology of the model on top of the shaded turntable animation.

When presenting work, especially on a reel, viewers will expect to see not just the finished result, but also how it was achieved. Clean, efficient and animation friendly topology is critical, therefore presenting that aspect of your work is expected.

We look at a variety of wireframe styles and composite them in After Effects.

Topics Covered:
3-point Lighting
Raytraced Shadows
two-node camera
Rendering from the Command Line
Wireframe Rendering
Compositing in After Effects

Chapters:
3-point Lighting and 2-node Camera Motion
Rendering from the Command Line
Wireframe Rendering Techniques

Screan Shoots





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Friday, January 6, 2012

Jeff Patton - Rendering Tools


Jeff Patton - Rendering Tools
Size 1.16GB | .mov

Identifying Noise
Learn how to identify what is creating noise and grain in your 3ds Max/mental ray renders.

Managing Color Bleed
Color bleed is a natural occurring phenomenon where indirect illumination picks up & scatters color. Learn how to control it in your scenes.

Exposure/Tone Mapping
This video discusses some of the exposure control features available in 3ds Max and mental ray.

Motion Blur
Learn how to implement the various motion blur options in 3ds Max to add realism to your renders.

Depth of Field
Learn about and how to use the various Depth of Field options available in 3ds Max to achieve realistic results.

Volumetrics
Learn how to add volumetric effects like volume lights or fog effects to your 3ds Max scenes.

Glowing Objects
This video explores how to create glowing and self-illuminated objects in your 3ds Max scenes.

mrProxy Objects
The mental ray proxy objects are helpful in reducing memory consumption of your scenes, especially if you're using a 32-bit operating system.


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Wednesday, November 16, 2011

FXPHD 201 - Production Rendering Techniques


FXPHD 201 - Production Rendering Techniques
fxphd 201 - Production Rendering Techniques with Mental Ray | FULL | project files | .mov | 3.33Gb


This course will teach techniques and concepts for rendering realistic, physically based CG elements in a visual effects context (i.e. for integration into live action shots). As it is a hands-on course in using Mental Ray to do these things, it will start with a fundamental treatment of everything from light and pixels through to cameras, response curves and compositing, as well as "learning to see". The course will be performed using the 3ds Max application, but most things apply to Maya and Softimage as well.

Professor Hakan 'Zap' Andersson has been working as "Shader Wizard" at mental images since 2004 and is the author of numerous mental ray shaders, such as the subsurface/skin shaders, the car paint shader, as well as the architectural and production shader libraries. Originally educated as an Engineer in Electronics, Zap's passion for computer graphics caused his graduation year "special project" to be an actual hand-built and hand-wired graphics card, for which he wrote his first ray tracer. Today Zap spends his days (and nights) writing shaders, documentation and tutorials for mental ray, and sometimes makes presentations at user events and conventions, as well as maintains a mental ray tips blog mentalraytips.blogspot.com.

Professor: Zap Andersson (MasterZap)

Class 1: Pixels vs. Light - What is a pixel? The units of light, and how they map to the RGB values we encounter every day.

Shows how the math we apply to pixels can break, and how, if we are not careful, two plus two can end up ten.

Class 2: Lighting - Understanding the quality and quantity of light. Understanding how real-world lights map to computer graphics lights. Understanding how light gathers and reflects off a surface.

Class 3: Cameras - Understanding how a real world cameras function map to their computer graphics counterparts.

Understanding what film and digital cameras do to the image before you even see it.

Class 4: Materials I - Using the physically based Arch&Design; material to simulate real world surfaces. Learning to see the world, so that one can translate it to CG.

Class 5: Materials II - More about materials. Using the mental ray skin shader for realistic characters.

Class 6: Interaction between CG and the Real World - Using the production library shaders to seamlessly integrate CG objects in real-world background plates with reflections, bounce light, shadows, etc.

Class 7: Interaction between CG and the Real World part II + "What Not To Do". Advanced interaction topics like smoothing out glossy reflections of HDRI environments and masking. Also discusses things you should avoid; Walks through the topics of previous classes and deals out some "no-no's".

Class 8: Compositing - How stuff that comes out of the renderer goes together, and what can (and should) and can't (and shouldn't) be delegated to compositing.

Class 9: Pixels, Samples and Filtering. Discusses anti-aliasing methods, and the different primary ray acceleration techniques, and demystifies the various mental ray methods for motion blur.

Class 10: Indirect illumination in animation. Avoiding flickering in Final Gathering in animated scenes. Also does a final course wrapup.



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