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E-raamat: Rendering with mental ray and 3ds Max 2nd edition [Taylor & Francis e-raamat]

  • Formaat: 266 pages
  • Ilmumisaeg: 19-Oct-2009
  • Kirjastus: Focal Press
  • ISBN-13: 9780240813905
Teised raamatud teemal:
  • Taylor & Francis e-raamat
  • Hind: 267,74 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 382,48 €
  • Säästad 30%
  • Formaat: 266 pages
  • Ilmumisaeg: 19-Oct-2009
  • Kirjastus: Focal Press
  • ISBN-13: 9780240813905
Teised raamatud teemal:
Create stunning renders of your 3ds Max models in mental ray with this concise guide. Learn all of the essential concepts such as indirect illumination, materials, render options, shaders, and lighting. Rendering with mental ray and 3ds Max, Second Edition is now revised to cover Autodesk Revit and special effects. The companion website includes all of the necessary project files from inside the book.

*Render beautiful scenes with 3ds Max and the powerful mental ray application
*Covers all aspects of rendering including materials, lighting, shaders, indirect illumination, and special effects
*Companion website includes tutorial files and sample files


Create stunning renders of your 3ds Max models in mental ray with this concise guide. Learn all of the essential concepts such as indirect illumination, materials, render options, shaders, and lighting. Rendering with mental ray and 3ds Max, Second Edition is now revised to cover Autodesk Revit and special effects. The companion website includes all of the necessary project files from inside the book.
Getting Started with mental ray® in 3ds max
1(10)
Introduction
1(1)
Getting started
2(3)
Setting 3ds max and 3ds max Design interface and defaults
2(1)
Switching defaults and user interface
3(1)
Units in 3ds max
3(1)
Setting display and system units in 3ds max
3(2)
Concepts
5(4)
Global illumination
5(1)
Direct light
6(1)
Bounced light
6(1)
Environment light
7(1)
Shadows
7(1)
Materials and shaders
7(1)
Final gather
8(1)
Photons
8(1)
Exposure control
8(1)
Ambient occlusion
9(1)
Gamma correction
9(1)
Companion website
9(2)
Rendering with mental ray®
11(40)
Introduction
11(3)
Gamma correction
11(1)
Indirect illumination
12(1)
Final gather
12(1)
Global illumination
12(1)
Ambient occlusion
13(1)
Render presets
14(1)
Gamma correction
14(1)
Enable gamma correction
15(1)
Indirect illumination
15(16)
Final gather---Exterior scene
17(1)
Enabling final gather
18(2)
Render Frame Window
20(1)
Render Preset
20(4)
Image Precision (Antialiasing)
24(2)
Area to Render
26(2)
Trace limits
28(1)
Monochrome button
29(2)
Final gather---Interior daylight
31(5)
Interior scene with direct light
32(1)
Final gather with bounces
33(3)
Global illumination---Interior daylight
36(7)
Enabling global illumination
38(1)
Systematically increasing Photons per Sample and Radius
39(4)
GI and FG combined
43(1)
Applying final gather to a global illumination scene
43(1)
Ambient occlusion
44(3)
Render presets
47(4)
Mental ray® and lights
51(26)
Introduction
51(1)
Standard lights
52(4)
Rendering in mental ray with standard lights
52(1)
Standard lights with shadows
53(2)
Mixing standard lights and photometric daylight
55(1)
Photometric lights
56(4)
Target photometric lights
57(1)
Adding and adjusting photometric lights
57(3)
Sky portal
60(4)
Channeling daylight with a Sky Portal
60(1)
Sky Portal
61(1)
Sky Portal and scene environment
62(2)
Sky Portal artifacts
64(1)
Daylight system and Physical Sky shader
64(13)
Creating a scene using the mr Physical Sky shader
65(1)
Placing a Daylight system with Physical Sky background
65(3)
Haze and clouds
68(1)
Adjusting the haze in the sky
68(3)
Using a background image
71(6)
Mental ray® and materials
77(34)
Introduction
77(1)
Arch & Design material
78(10)
Arch & Design templates
79(1)
Setting Arch & Design templates
79(1)
Controlling reflections
80(1)
BRDF control of reflections
81(1)
Self-illumination
82(1)
Self illuminating headlights
83(1)
Cutout maps
84(1)
Cutout maps for transparency
84(1)
Ambient Occlusion
85(1)
Ambient occlusion for contrast
86(1)
Round corners with Arch & Design materials
87(1)
Arch & Design round corners
87(1)
Car Paint material
88(2)
Fancy paint for the hot rod
88(1)
Experimenting with Car Paint material
88(2)
ProMaterials
90(1)
Multiple materials on single objects
90(21)
Multi/Sub-Object material type
91(1)
Material ID numbers
92(2)
Multi/Sub-Object material
94(3)
Masking techniques
97(1)
The Blend material
97(2)
Adding a Mask map to Blend material
99(4)
Utility Bump Combiner
103(1)
Masking glossiness and reflections at the map level
104(3)
Combining bump maps in Arch & Design material
107(4)
Mental ray® and shaders
111(38)
Introduction
111(1)
Material/Surface shaders
112(16)
Landscape shader
112(1)
Applying and adjusting a Landscape shader
112(3)
Water surface shaders
115(1)
Materials for a water surface
116(3)
Adding bumps for waves
119(2)
Stain Underneath
121(2)
Water shadow
123(1)
Water Surface Shadow shader
123(2)
Multi/Sub-Map
125(1)
A different use of Multi/Sub-Map shader
125(3)
Volume shaders
128(5)
Submerge shader
128(1)
Applying a Submerge shader
128(3)
Parti Volume shader
131(1)
Parti Volume shader to define a volume
131(2)
Mr Shader Element
133(3)
Ambient Occlusion shader element
133(1)
Mr Shader Element creates an external file
133(3)
Camera shaders
136(9)
Mist shader
136(1)
Applying and adjusting a Mist shader
137(2)
Shader list
139(1)
A Shader list to hold multiple shaders
139(2)
Beam shader
141(1)
Adding a Beam shader to the Shader list
142(1)
Night shader
143(1)
Using a Night shader to fool the eye
143(2)
Hidden shaders
145(4)
Special effects
149(66)
Introduction
149(1)
Materials and shaders effects
150(11)
Animated maps
152(1)
Accurately sizing an animated mask map
153(3)
Using animated maps as masks
156(1)
Masking the Blend material
157(2)
Mental ray material and Material to Shader map
159(1)
3D Displacement with Blend material in mental ray
159(2)
Lighting effects
161(10)
Caustics effects
162(1)
Reflective caustics
163(2)
Refractive caustics
165(2)
Volumetric effects
167(1)
Adding volume to blinking lights
167(4)
Rendering effects
171(36)
Atmospheric effects
171(1)
Fire Effect 3D clouds
172(4)
Motion blur effect
176(1)
Enabling motion blur object properties
176(2)
Enabling motion blur in the renderer
178(2)
Fast Rasterization for rendering efficiency
180(1)
More motion blur
181(2)
Depth of field
183(1)
Depth of Field (mental ray)
183(3)
Depth of Field (mental ray) in the real world
186(2)
Contour rendering
188(1)
Contour renderer component
188(2)
Contour material component
190(1)
Contour Composite (contour) shader
191(3)
Contour material shaders
194(2)
Matte/Shadow/Reflections shader
196(1)
Viewport background
197(2)
Environment background
199(4)
Matte/Shadow/Reflections (mi) material
203(2)
Product rendering against a white background
205(2)
Viewport effects
207(8)
Introduction to mr Proxy objects
208(1)
Geometry proxy
208(1)
Creating a mr Proxy
209(3)
Creating multiple proxies at once
212(1)
Using mr Proxy in Particle Flow
212(3)
Revit and mental ray®
215(25)
Introduction to Revit
215(1)
FBX import
216(3)
FBX tips
216(1)
Import FBX file
216(2)
Scene troubleshooting
218(1)
ProMaterials
219(6)
ProMaterial type
220(1)
A look at ProMaterials
220(2)
Imported ProMaterials
222(1)
Imported ProMaterials
222(2)
ProMaterials can be inflexible
224(1)
Large scenes
225(6)
Efficiency
226(1)
Objects and polygons
226(2)
Coordinate systems
228(1)
Centering a scene on the 3ds Max origin
228(3)
Camera composition
231(6)
Rule of Thirds
232(3)
Camera shots
235(2)
Architectural animation
237(3)
Camera motion and scene editing
238(1)
Camera motion
238(1)
Scene editing
238(1)
Flicker-free animation
239(1)
Flicker reduction for animation
239(1)
Summary 240(1)
Index 241
Joep van der Steen is formally trained as a civil engineer. He has worked in computer animation and visualization for the past 15 years, devoting recent years to sales and training for 3ds Max and Viz within the Benelux countries. As an extension of his training activities Joep hosts an internet support portal (www.3dstudio.nl) with related tutorials and models, and annually teaches a high school level course on the fundamentals of 3ds Max. Joep mastered mental ray rendering by repeatedly throwing himself into its cold deep waters without water wings. Ted Boardman has been author or co-author of 14 books on 3ds Max which have been sold worldwide in many languages. He is an award-winning 3ds Max trainer specializing in fundamental training techniques and has worked with 3ds Max since its inception.