mental ray Rendering Techniques: Interiors
A comprehensive guide to rendering interiors with mental ray.

Software Requirement: Maya 8.5 or higher
Run Time: 3 hrs. 50 min., 2 discs
Format: CD-ROM
Learn a production workflow to rendering interior sets and time-saving mental
ray techniques that can be used for Film, Games, and Architectural
Visualizations. Contains 4 hours of project-based training - Great for
intermediate artists.

Popular highlights include:
- Setting up Environmental Geometry
- Light Placement Techniques
- Emitting Photons from Light Source
- Visualizing Photon Maps in Viewport
- Tuning Photon Intensity
- Smoothing GI Photons with Final Gather
- Incorporating Maya and mental ray Materials
- Adjusting Photonic Attributes of Materials
- Altering Geometry for Optimum GI
- Rendering Images to HDR Format
- Adding realism with Ambient Occlusion
- Fine-tuning Renders with External Apps
- Adjusting Exposure with Camera Lens Shaders
- Using Multi-bounce Final Gather as GI Alternative
- Creating and Storing Rendering Presets


| 1. |
Introduction and project overview |
1:38 |
| 2. |
Identifying key points to be aware of
when approaching mental ray lighting |
5:24 |
| 3. |
Adding and positioning direct sunlight
into your scene |
8:24 |
| 4. |
Creating an outside environment as
well as adding materials to the walls and door frames |
8:03 |
| 5. |
Creating a photon casting light and
adding rough Global Illumination to the scene |
6:39 |
| 6. |
Adding blurry reflections to the
room’s floor and altering its photonic material attributes |
10:42 |
| 7. |
Using the mental ray CIE_D light to
simulate warm sunlight in the room |
7:54 |
| 8. |
Using Final Gather in your scene to
smooth out the Global Illumination result |
7:05 |
| 9. |
Fine-tuning the photonic attributes on
the window shades |
6:50 |
| 10. |
Using the mental ray BSP diagnostic to
control the scene’s memory usage |
16:19 |
| 11. |
Building the leather material for the
room’s couch and chair |
10:26 |
| 12. |
Using the mental ray Dielectric
material to simulate a glass tabletop |
8:54 |
| 13. |
Creating chrome table legs using the
mental ray DGS material |
8:25 |
| 14. |
Controlling how lights and photons
interact with translucent surfaces |
6:47 |
| 15. |
Altering the room’s geometry to
prevent unwanted areas of light leaking |
12:21 |
| 16. |
Adding bevels to the room’s walls to
prevent photons from becoming stuck |
7:11 |
| 17. |
Fine-tuning the Final Gather minimum
and maximum radius to increase rendering speed and quality |
9:11 |
| 18. |
Using the mia_exposure lens shader to
control your camera’s exposure settings |
8:41 |
| 19. |
Setting up proper materials and
attributes for the room’s exterior windows |
9:35 |
| 20. |
Adding a directional ambient occlusion
pass to enhance shadow detail in your renders |
12:42 |
| 21. |
Setting up final output options in
preparation for a batch render |
4:23 |
| 22. |
Using an external image editing
application to finalize your rendered frames |
8:56 |
| 23. |
Resetting your Maya scene in
preparation for a nighttime light setup |
5:48 |
| 24. |
Adding light to the room’s lamp and
altering the light’s decay attributes |
5:46 |
| 25. |
Using the mib_light_point shader to
gain a higher level of control over the light’s falloff |
8:38 |
| 26. |
Adding primary and secondary Final
Gather bounces to simulate Global Illumination |
10:10 |
| 27. |
Generating nighttime renders from Maya
and making final alterations in an external application |
13:14 |
| |
Total Run Time: |
3:50:06 |