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Productivity-focused training combined with proven time-saving tips,
“Fundamentals of mental ray in XSI”, provides enjoyable, hands-on projects
developed to maximize your understanding of mental ray and add visual richness
and strikingly realistic lighting to your work. Popular topics covered in
"Fundamentals of mental ray in XSI" include, global illumination, final
gathering, controlling photon emission, optimizing render speed, HDR lighting,
caustics though glass and liquid, subsurface scattering for realistic skin
effects, cartoon-style rendering, depth of field lens effects, creating textures
with light info baked into them using render map, specialized lighting / shading
nodes in the Render Tree, and several additional topics designed to boost your
creativity and understanding of mental ray in XSI.
Introduction
This lesson will introduce you to the topics that will be covered over
the span of this training kit.
Global
Illumination
In this lesson we will talk about how mental ray can be used to very
accurately simulate effects such as indirect lighting and color
bouncing.
Final
Gather (part 1)
Final Gather is another feature of mental ray that lets you simulate
highly realistic soft shadows and indirect lighting without having to
cast photons into your scene.
Final
Gather (part 2)
Continuing from the previous lesson, we will look at more advanced Final
Gather options as well as techniques for saving render time when using
Final Gather.
Combining Global Illumination and Final Gather
Now that we have had a chance to explore these two features, lets look
at how they can be used together to create very realistic renders.
Image
Based Lighting
In this Lesson we will look at how a .HDR image can be used to light
your scene, giving you very lifelike renders. Also in this lesson, we
will show you how to create your own .HDR images.
Caustics
With caustics we can simulate the way light refracts through transparent
objects and casts a pattern of light onto the floor. We’ll learn to
create these patterns as well as how to control their final look.
Environment Shaders
Environment Shaders in XSI can be used to create a very fast reflected
environment, or as an alternative to the light dome when using .HDR
images.
Ambient Occlusion Node
In this lesson we will discuss XSI’s Ambient Occlusion Node, which can
produce soft indirect shadows similar to Final Gather, but without the
added render time that Final Gather requires.
Render
Map (part 1)
Render Map is a very powerful feature of XSI that can let you bake
color, bump, and lighting information into a single image map, which can
give you final render-quality results in real-time!
Render
Map (part 2)
This lesson will focus on how to optimize Render Map to work correctly
with scenes that use Final Gather or Image Based Lighting. This way, you
can achieve Final Gather quality results in real-time.
Subsurface Scattering
This lesson will focus on using XSI’s Subsurface Scattering node, and
how it is able to realistically simulate the way light passes through
objects like jade, wax or skin.
Toon
Rendering
In this lesson we will look at the different rendering techniques that
can be brought together to create final renders that have a very flat,
cartoon type look to them.
Depth
of Field
Depth of field is a great way to add a bit more realism and distance to
your rendered images. This lesson will discuss exactly how depth of
field can be used in XSI.
Shader
Wizard
The Shader Wizard is an invaluable feature of XSI that allows you build
the necessary project files and templates for coding your own shaders
and integrating them into your XSI projects.
Coding
your own Shaders
In this lesson we will take the files generated from the Shader Wizard
and write a simple shader using Microsoft Visual Studio. We’ll then
compile the shader and bring it back into XSI for use in our scene.
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Learn to create professional
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VRay for C4D is the new high end GI rendering engine for professional Maxon
Cinema 4D users based on the VRay standalone. VRay for C4D is fully integrated
into the Cinema 4D interface, deeper than any other C4D 3rd party engine to
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