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Realistic Architectural Rendering with 3ds Max and V-Ray 2nd edition [Pehme köide]

  • Formaat: Paperback / softback, 304 pages, kõrgus x laius: 246x189 mm, kaal: 646 g
  • Ilmumisaeg: 19-Oct-2009
  • Kirjastus: Focal Press
  • ISBN-10: 0240812298
  • ISBN-13: 9780240812298
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  • Formaat: Paperback / softback, 304 pages, kõrgus x laius: 246x189 mm, kaal: 646 g
  • Ilmumisaeg: 19-Oct-2009
  • Kirjastus: Focal Press
  • ISBN-10: 0240812298
  • ISBN-13: 9780240812298
Teised raamatud teemal:
Revitalize your architectural visualizations by bringing new levels of realism to them with an enhanced command of the mental ray toolset in 3ds Max. Full-color step-by-step tutorials give you a firm understanding of the processes and techniques needed to create impressive interior and exterior visualizations. You'll learn how to prepare materials, light a daytime interior scene, use mr Physical Sky, and how to save time during complex renders. The companion website includes all of the tutorial files and sample files from the book. Plus find more information at http://jamiecardoso-mentalray.blogspot.com/.

* Beautiful full-color visualization projects provide step-by-step instruction on valuable techniques and tools
* An official Autodesk Techniques co-branded title written by an authoritative expert on visualization
* Companion website contains all of the tutorial files from the book


Revitalize your architectural visualizations by bringing new levels of realism to them with an enhanced command of the mental ray toolset in 3ds Max. Full-color step-by-step tutorials give you a firm understanding of the processes and techniques needed to create impressive interior and exterior visualizations. You'll learn how to prepare materials, light a daytime interior scene, use mr Physical Sky, and how to save time during complex renders. The companion website includes all of the tutorial files and sample files from the book. Plus find more information at http://jamiecardoso-mentalray.blogspot.com/.
Preface xi
Acknowledgments xiii
The Authors xv
Section 1 Introduction to mental ray
3(92)
Introduction
3(2)
Preparing Your Files
5(16)
Introduction
5(1)
Preparing the Units in the Scene
5(1)
System Units Mismatch
6(1)
Configuring Modifier Sets
6(1)
Mr Proxy Objects
7(14)
Materials in mental ray
21(32)
Introduction
21(1)
ProMaterials and Arch & Design Materials
21(1)
ProMaterial Ceramic
22(1)
ProMaterial Concrete
23(1)
ProMaterial Glazing
24(1)
ProMaterial Hardwood
25(1)
ProMaterial Masonry/CMU
26(1)
ProMaterial Metal
27(1)
ProMaterial Metallic Paint
28(1)
ProMaterial Mirror
29(1)
ProMaterial Plastic/Vinyl
29(1)
ProMaterial Solid Glass
30(1)
ProMaterial Stone
31(1)
ProMaterial Wall Paint
32(1)
ProMaterial Water
33(1)
ProMaterial Generic
33(5)
Arch & Design Material
38(10)
Templates
38(1)
Main Material Parameters
39(5)
BRDF
44(1)
Self Illumination (Glow)
45(1)
Advanced Rendering Options
45(2)
Fast Glossy Interpolation
47(1)
Special-Purpose Maps
47(1)
Utility Bump Combiner
48(1)
Ambient/Reflective Occlusion Map
49(1)
Composite Map
50(3)
Lighting in mental ray
53(20)
Introduction
53(1)
Interior Lighting Concepts with mental ray
53(3)
Parameters in Final Gather
56(6)
Basic Group
56(6)
Reuse Final Gather Maps
62(1)
Parameters in Global Illumination
62(2)
Hardware Shading
64(1)
Mr Sky Portal
64(2)
Exterior Lighting Concepts with mental ray
66(1)
Mr Sun Parameters
67(2)
Mr Sky Parameters
69(4)
Rendering in mental ray
73(22)
Introduction
73(1)
Rendering
73(1)
Rendered Frame Window
74(1)
Render Setup Dialog
75(1)
Exposure Control
76(3)
Network and Distributed Bucket Rendering
79(1)
Net Render
79(5)
Common Errors
84(1)
Distributed Bucket Rendering
84(4)
Common Errors
88(1)
Batch Rendering
88(7)
Section 2 The living Room
95(38)
Introduction
95(2)
Preparing Materials for an Interior Space
97(20)
Introduction
97(1)
Preparing the Units in the Scene
97(1)
Examining the Scene
97(2)
Working on the First Material
99(4)
Working on the Sofa Material
103(3)
Working on the Floor Material
106(3)
Working on the Glass Material
109(4)
Working on the Metal Material
113(4)
Artificial Lighting in an Interior Space
117(16)
Introduction
117(1)
Preparing the Units in the Scene
117(1)
Adding Lights to the Night Scene
117(3)
Using Material Override to Quickly Analyze Lighting
120(3)
Creating a Glow Material to Illuminate the Scene
123(5)
Adjusting the Effect of Indirect Illumination on a Material
128(1)
Creating a Material for the Ceiling Lights
128(1)
Creating a Final Render of the Scene
129(4)
Section 3 The Photomontage
133(66)
Introduction
133(2)
Photomontage Materials
135(16)
Introduction
135(1)
Units in the Scene
136(1)
Enhancing the Initial File
136(1)
The Main Marble Material
136(5)
Creating a Satined Metal Material for the Window and Door Frames
141(1)
Creating a Glass Material for Windows and Doors
142(1)
Creating a Sky Material for Reflective Planes
143(2)
Creating a Material for the Ceiling Lights in the Office Building
145(2)
Creating a Metallic Material for the Stone Wall Details
147(4)
Photomontage Lighting
151(38)
Introduction
151(1)
Units in the Scene
151(1)
Adding a Daylight System
151(1)
Adding the Viewport Background
152(1)
Matching the Sun Direction
153(3)
Matching the Sun's Intensity
156(1)
Matching Material Brightness
157(2)
Creating the FG Map File to Save Render Time
159(2)
Working on the Stone Material
161(1)
Changing the Material for the Door and Window Frames
162(3)
Adjusting the Building Reflection Materials
165(1)
Adjusting the Reflective Glass
166(1)
Adjusting the Tree Material
167(1)
Adjusting the mr Physical Sky
168(2)
Setting up the Rendering Settings
170(2)
Beginning the Photoshop Process
172(3)
Adding Additional Masks for Foreground Elements
175(3)
Modifying the Image to See the Entire Building
178(11)
Verified Views
189(10)
Introduction
189(1)
Gathering Data for the Views
189(2)
Working with the Survey Data in 3ds Max Design
191(5)
Accurate Visual Representations
196(3)
Section 4 The Atrium
199(42)
Introduction
199(2)
Materials in the Atrium Scene
201(16)
Introduction
201(1)
Units in the Scene
201(1)
Working on the Floor Material
201(5)
Working on the Marble Material
206(2)
Working on the Metal Material
208(2)
Creating the Glass Material
210(1)
Creating a Glow Material for Light Lenses
211(3)
Materials and mr Proxy Objects
214(3)
Lighting the Atrium Scene
217(24)
Introduction
217(1)
Units in the Scene
217(1)
Scene Setup
217(1)
Creating the Daylight System
218(4)
Adding Sky Portals to Brighten the Scene
222(3)
Adding Interior Artificial Lights
225(5)
Controlling the Brightness of the Image with Exposure Control
230(1)
Adding Clouds to the Sky Background
231(3)
Creating a Final Gather Map File
234(2)
Fine-Tuning Materials
236(1)
Creating a Final Render
237(4)
Section 5 mr Physical Sky
241(24)
Introduction
241(2)
Working with the mr Physical Sky Shader
243(22)
Introduction
243(1)
Controlling the Daylight System
243(3)
Mr Physical Sky and the Sun Disk
246(2)
Moving the Sun to a Desired Location
246(2)
The mr Physical Sky Shader
248(10)
Sun Disk Appearance Group
249(3)
Horizon and Ground Group
252(3)
After Dark Group
255(1)
Non-Physical Tuning Group
255(3)
Aerial Perspective (When Used as Lens/Volume Shader Only) Group
258(1)
Creating Camera Haze
258(2)
Using a Bitmap Background in mr Physical Sky
260(3)
Daylight Object and the mr Physical Sky
263(2)
Mr Sun Basic Parameters
263(1)
Mr Sky Parameters
263(1)
Perez All Weather & CIE
264(1)
CIE
264(1)
Index 265
Roger Cusson is an active educator and consultant working in the professional and academic architectural field. He has authored several titles on Autodesk Viz and 3ds Max, 3ds Max Design, AutoCAD and Revit.

Jamie Cardoso is a senior 3D artist and special effects designer. Currently he is working as a 3D Consultant for a variety of professional organizations worldwide. Find more information at jamiecardoso-mentalray.blogspot.com.