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Getting Started with mental ray® in 3ds max |
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1 | (10) |
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1 | (1) |
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2 | (3) |
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Setting 3ds max and 3ds max Design interface and defaults |
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2 | (1) |
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Switching defaults and user interface |
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3 | (1) |
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3 | (1) |
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Setting display and system units in 3ds max |
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3 | (2) |
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5 | (4) |
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5 | (1) |
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6 | (1) |
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6 | (1) |
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7 | (1) |
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7 | (1) |
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7 | (1) |
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8 | (1) |
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8 | (1) |
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8 | (1) |
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9 | (1) |
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9 | (1) |
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9 | (2) |
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Rendering with mental ray® |
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11 | (40) |
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11 | (3) |
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11 | (1) |
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12 | (1) |
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12 | (1) |
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12 | (1) |
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13 | (1) |
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14 | (1) |
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14 | (1) |
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15 | (1) |
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15 | (16) |
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Final gather---Exterior scene |
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17 | (1) |
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18 | (2) |
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20 | (1) |
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20 | (4) |
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Image Precision (Antialiasing) |
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24 | (2) |
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26 | (2) |
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28 | (1) |
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29 | (2) |
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Final gather---Interior daylight |
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31 | (5) |
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Interior scene with direct light |
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32 | (1) |
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Final gather with bounces |
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33 | (3) |
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Global illumination---Interior daylight |
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36 | (7) |
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Enabling global illumination |
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38 | (1) |
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Systematically increasing Photons per Sample and Radius |
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39 | (4) |
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43 | (1) |
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Applying final gather to a global illumination scene |
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43 | (1) |
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44 | (3) |
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47 | (4) |
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51 | (26) |
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51 | (1) |
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52 | (4) |
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Rendering in mental ray with standard lights |
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52 | (1) |
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Standard lights with shadows |
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53 | (2) |
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Mixing standard lights and photometric daylight |
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55 | (1) |
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56 | (4) |
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Target photometric lights |
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57 | (1) |
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Adding and adjusting photometric lights |
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57 | (3) |
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60 | (4) |
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Channeling daylight with a Sky Portal |
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60 | (1) |
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61 | (1) |
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Sky Portal and scene environment |
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62 | (2) |
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64 | (1) |
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Daylight system and Physical Sky shader |
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64 | (13) |
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Creating a scene using the mr Physical Sky shader |
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65 | (1) |
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Placing a Daylight system with Physical Sky background |
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65 | (3) |
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68 | (1) |
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Adjusting the haze in the sky |
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68 | (3) |
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71 | (6) |
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Mental ray® and materials |
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77 | (34) |
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77 | (1) |
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78 | (10) |
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79 | (1) |
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Setting Arch & Design templates |
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79 | (1) |
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80 | (1) |
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BRDF control of reflections |
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81 | (1) |
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82 | (1) |
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Self illuminating headlights |
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83 | (1) |
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84 | (1) |
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Cutout maps for transparency |
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84 | (1) |
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85 | (1) |
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Ambient occlusion for contrast |
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86 | (1) |
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Round corners with Arch & Design materials |
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87 | (1) |
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Arch & Design round corners |
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87 | (1) |
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88 | (2) |
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Fancy paint for the hot rod |
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88 | (1) |
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Experimenting with Car Paint material |
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88 | (2) |
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90 | (1) |
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Multiple materials on single objects |
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90 | (21) |
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Multi/Sub-Object material type |
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91 | (1) |
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92 | (2) |
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Multi/Sub-Object material |
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94 | (3) |
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97 | (1) |
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97 | (2) |
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Adding a Mask map to Blend material |
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99 | (4) |
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103 | (1) |
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Masking glossiness and reflections at the map level |
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104 | (3) |
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Combining bump maps in Arch & Design material |
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107 | (4) |
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111 | (38) |
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111 | (1) |
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112 | (16) |
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112 | (1) |
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Applying and adjusting a Landscape shader |
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112 | (3) |
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115 | (1) |
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Materials for a water surface |
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116 | (3) |
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119 | (2) |
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121 | (2) |
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123 | (1) |
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Water Surface Shadow shader |
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123 | (2) |
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125 | (1) |
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A different use of Multi/Sub-Map shader |
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125 | (3) |
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128 | (5) |
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128 | (1) |
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Applying a Submerge shader |
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128 | (3) |
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131 | (1) |
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Parti Volume shader to define a volume |
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131 | (2) |
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133 | (3) |
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Ambient Occlusion shader element |
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133 | (1) |
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Mr Shader Element creates an external file |
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133 | (3) |
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136 | (9) |
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136 | (1) |
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Applying and adjusting a Mist shader |
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137 | (2) |
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139 | (1) |
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A Shader list to hold multiple shaders |
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139 | (2) |
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141 | (1) |
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Adding a Beam shader to the Shader list |
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142 | (1) |
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143 | (1) |
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Using a Night shader to fool the eye |
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143 | (2) |
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145 | (4) |
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149 | (66) |
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149 | (1) |
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Materials and shaders effects |
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150 | (11) |
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152 | (1) |
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Accurately sizing an animated mask map |
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153 | (3) |
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Using animated maps as masks |
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156 | (1) |
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Masking the Blend material |
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157 | (2) |
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Mental ray material and Material to Shader map |
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159 | (1) |
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3D Displacement with Blend material in mental ray |
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159 | (2) |
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161 | (10) |
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162 | (1) |
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163 | (2) |
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165 | (2) |
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167 | (1) |
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Adding volume to blinking lights |
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167 | (4) |
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171 | (36) |
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171 | (1) |
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172 | (4) |
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176 | (1) |
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Enabling motion blur object properties |
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176 | (2) |
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Enabling motion blur in the renderer |
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178 | (2) |
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Fast Rasterization for rendering efficiency |
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180 | (1) |
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181 | (2) |
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183 | (1) |
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Depth of Field (mental ray) |
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183 | (3) |
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Depth of Field (mental ray) in the real world |
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186 | (2) |
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188 | (1) |
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Contour renderer component |
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188 | (2) |
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Contour material component |
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190 | (1) |
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Contour Composite (contour) shader |
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191 | (3) |
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194 | (2) |
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Matte/Shadow/Reflections shader |
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196 | (1) |
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197 | (2) |
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199 | (4) |
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Matte/Shadow/Reflections (mi) material |
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203 | (2) |
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Product rendering against a white background |
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205 | (2) |
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207 | (8) |
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Introduction to mr Proxy objects |
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208 | (1) |
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208 | (1) |
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209 | (3) |
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Creating multiple proxies at once |
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212 | (1) |
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Using mr Proxy in Particle Flow |
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212 | (3) |
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215 | (25) |
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215 | (1) |
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216 | (3) |
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216 | (1) |
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216 | (2) |
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218 | (1) |
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219 | (6) |
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220 | (1) |
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220 | (2) |
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222 | (1) |
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222 | (2) |
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ProMaterials can be inflexible |
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224 | (1) |
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225 | (6) |
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226 | (1) |
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226 | (2) |
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228 | (1) |
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Centering a scene on the 3ds Max origin |
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228 | (3) |
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231 | (6) |
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232 | (3) |
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235 | (2) |
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237 | (3) |
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Camera motion and scene editing |
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238 | (1) |
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238 | (1) |
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238 | (1) |
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239 | (1) |
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Flicker reduction for animation |
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239 | (1) |
| Summary |
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240 | (1) |
| Index |
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241 | |