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mental
ray, a leading high performance application that allows photorealistic
rendering, is being widely regarded as the industry's premier rendering engine.
In Fundamentals of mental ray, you will learn techniques that will maximize your
images' life-like visual richness and stunning realistic lighting. Among the
techniques you will learn include: control of photon emissions, caustic effects
through glass, High Dynamic Range Images (HDRI), global illumination, contour
shading, displacements, and numerous other simulations, effects, and skills.
Loading / Setting Up mental ray
Setting the mental ray plug-in to autoload as well as set the default
render to be MR that way it will be set by default and you won't have to
change every time you launch Maya.
Getting started with
Global Illumination
Using Global Illumination to render
your images can return very accurate images. As you adjust photons
shooting from your lights they will hit objects in your scene. The final
photon map is used in the calculation of the total scene irradiance.
This is a great video to learn how to use the powerful features of
mental ray Global Illumination.
Getting started with
Final Gathering
Final Gathering is technique of
lighting your scene without any lights. This form of rendering takes
uses the colors of objects in the scene to illuminate the other objects
in this scene. This video teaches you how to render the scene with one
plane and no lights!
Final Gathering Part
II Controlling speed
One major rumor about using mental ray
is that it takes too long. This video will show you how to speed up your
render times and get very good results without having to wait for them.
Final Gathering Color
Bleeding
To give the ultimate in photo realism
you will want your colors to bleed when near diffused objects. This
video teaches you how to subtly bleed the red skin of our character onto
the floor. This is a perfect video to teach you how to combine the power
of Final Gathering and Global Illumination together.
Using HDR Images
The use of High Dynamic Range Images (HDRI)
in rendering and the computation of Final Gathering is now a baseline
technique used by many in the industry. This technique uses an image to
light the scene so in theory you can take a picture of the set you are
working on and then create your objects use the picture to illuminate
the scene.
Creating HDRI Images
This lesson walks you through the steps
necessary to convert light probe images found on the internet into
panoramic images to be used in Maya. We'll use a program called HDRI
Shop for our conversion.
Contour Shading
Using the new contour shading
integration we'll show you how to render your images with contour lines
that give the look of wire frame renders.
Contour Shading -
creating an animation
This video covers how to send out a
batch animation to be rendered as contour lines to be used in an
animation where you need a little texture of a moving object.
Fur in mental ray
Rendering Fur in mental ray is achieved
by making adjustments on your fur nodes. Maya now allows you to have the
fur calculate in the reflections and refractions.
Caustics
One of the main reasons people use
mental ray to render their images is to take advantage of caustics.
Caustics calculate how the light is concentrated after passing through
or reflecting off of objects. This method of rendering can give you very
accurate results of light patterns. This video teaches you how to
activate and create a fully rendered image using caustics including how
to set up the total ray count in the ray tracing objects.
mental ray Custom Nodes
This lesson takes you through the
process of using the Dielectric node to calculate how the surface reacts
to light. You can see that the glass and liquid are very realistic and
creates some of the most realistic results. This lesson will open the
door to connecting mental ray shaders to Maya shading engines or shader
groups.
Displacements /
Approximation Editor
Using the approximation editor in
mental ray will give you the power to control how the renderer reacts to
surfaces and displacement maps. This lesson teaches you how to control
the renderings using the approximation editor to increase tessellation
around areas that have a lot of detail. The final result will be a very
accurate looking class dish.
Sub Surface Scattering
/ Area Lights / Physical Light Shader
This lesson covers a large number of
techniques including how to use area lights to get soft shadows,
physical light shader to simulate accurate lighting information in your
scene and techniques used to achieve sub-surface scattering in objects
like jade or wax. This lesson is actually five lessons combined into one
project and focuses on issues you will face when rendering your images
using custom nodes.
Bump Mapping in mental
ray
When creating bump maps you can't use
the Maya bump node when using custom material shaders. A work around is
to create the network yourself and plug it into the specular attribute
of your mental ray material node. This video is deep and will cover how
to connect your nodes together to create the information needed to be
plugged into the specular channel.
Light Baking
To speed up your renders and still take
advantage of mental ray you may need to bake the illumination
information into your objects. This technique will give us the look of
Final Gathering but use the hardware render to get almost instant
results!
Using mental ray for
Maya 4.5 - 5.01 There are a few changes in workflow when
using an older version of Maya and mental ray. This video will teach
you how to load your custom shaders and attach the lights to the shaders.
There are a number of differences but the core workflow is the same.
Maya 6 or
higher is recommended for this training kit.
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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
date.