Lynda - 3ds Max 2010 Lighting and Rendering with mental

Tutorial & e-learning. February 3, 2010 by Neit84.
Lynda - 3ds Max 2010 Lighting and Rendering with mental
Lynda - 3ds Max 2010 Lighting and Rendering with mental ray | 637 Mb

Description: 3ds Max 2010 Lighting and Rendering with mental ray explores one of the most powerful toolsets for photorealistic 3D image visualization: the mental ray renderer in 3ds Max. Aaron F. Ross shows how to use mental ray's combination of materials, lighting, and rendering to achieve a variety of effects, from glossy surfaces to reflections and transparency. He provides an in-depth review of photometrics and the tools used to adjust lighting in 3ds Max, including brightness, intensity, and color temperature along with a wide variety of lighting scenarios. Aaron also devotes time to getting the most out of mental ray's powerful rendering engine and improving render efficiency. Exercise files are included with this course.

Author: Lynda.com
Language: English
Video codec: H.246
Video: QuickTime (. MOV), 960 x 540
Audio: MPEG-4 AAC, 48000Hz 96 kb / s, stereo (2 / 0)
Duration: 05:43

Lynda - 3ds Max 2010 Lighting and Rendering with mental

Lynda - 3ds Max 2010 Lighting and Rendering with mental

Lynda - 3ds Max 2010 Lighting and Rendering with mental

Lynda - 3ds Max 2010 Lighting and Rendering with mental

Introduction
Welcome 00:55 8.3 MB
Using the exercise files 01:02 1.0 MB
Setting a project folder 03:31 3.8 MB
1. Concepts
Understanding mental ray 02:44 3.0 MB
Understanding local illumination 04:09 5.2 MB
Understanding global illumination 02:22 2.3 MB
Assigning the mental ray renderer 02:11 2.7 MB
Using the rendered frame window controls 02:23 2.9 MB
2. Gamma Correction
Understanding gamma 02:39 2.9 MB
Recognizing the symptoms of incorrect gamma settings 01:55 2.0 MB
Applying gamma correction 01:38 1.8 MB
3. Ray Tracing
Understanding raytracing 01:30 1.6 MB
Limiting the trace depth of reflections and refractions 03:39 4.2 MB
Applying a raytrace reflection map to a standard material 03:19 4.4 MB
Applying a raytrace refraction map to a standard material 04:55 6.9 MB
Setting the index of refraction 02:28 3.8 MB
Using architectural materials for raytraced reflections 03:55 4.8 MB
4. Transparency
Modeling thin, transparent objects such as window glass 03:03 6.1 MB
Disabling shadows 01:53 2.3 MB
Setting simple transparency 06:05 8.0 MB
5. Materials
Understanding the pros and cons of mental ray materials 03:22 4.4 MB
Getting familiar with the arch & design material 03:54 5.1 MB
Learning from the arch & design templates 04:17 5.3 MB
Working with diffuse color and diffuse level 03:04 4.1 MB
Setting reflectivity and glossiness 07:55 10.2 MB
Rendering thin wall reflections 03:07 4.6 MB
Rendering solid glass 04:56 7.1 MB
Controlling BRDF 04:36 5.8 MB
Rendering translucency 03:17 4.0 MB
Using ProMaterials 04:14 5.5 MB
6. Photometrics and Exposure Control
Understanding photometrics 03:56 4.7 MB
Understanding the importance of modeling to scale 05:39 6.1 MB
Using free lights 04:32 5.4 MB
Selecting photometric templates 03:18 4.1 MB
Understanding mr photographic exposure control 02:54 3.7 MB
Adjusting brightness with exposure value 02:45 3.8 MB
Using photographic exposure settings 03:15 4.2 MB
Understanding color temperature 03:10 3.3 MB
Setting the exposure whitepoint 04:52 5.4 MB
Adjusting contrast with exposure image control 04:42 6.7 MB
7. Advanced Photometrics
Installing and using photometric .IES files 08:02 12.3 MB
Choosing a light distribution type 03:10 4.3 MB
Setting light intensity 04:19 5.4 MB
Using target lights 02:37 3.5 MB
Adjusting spotlight hotspot and falloff angles 02:59 4.4 MB
Emitting light from shape 05:13 7.9 MB
8. Shadows
Understanding the pros and cons of shadow types 03:34 3.8 MB
Controlling shadows via object properties 01:30 1.7 MB
Controlling shadows via light exclusion 02:50 3.8 MB
Rendering shadow map shadows 03:34 4.2 MB
Rendering raytraced shadows 02:46 3.4 MB
9. Final Gather
Understanding final gather 02:33 3.3 MB
Adjusting exposure control for final gather 03:24 4.6 MB
Setting initial FG point density and rays per FG point 04:10 4.8 MB
Setting interpolation and diffuse bounces 03:15 3.6 MB
Tuning final gather settings to the scene 02:08 2.2 MB
Controlling object properties for final gather 03:53 5.1 MB
Optimizing final gather for animations 05:24 7.8 MB
10. Sampling Quality
Controlling render quality with samples per pixel 04:11 5.3 MB
Understanding spatial contrast settings 02:27 2.6 MB
Using filter settings to apply blur for anti-aliasing 03:31 4.2 MB
11. Exterior Daylight
Creating a daylight system 02:01 2.3 MB
Setting the location, date, and time from the Motion panel 03:02 3.8 MB
Choosing mr sun and mr sky from the Modify panel 02:03 2.2 MB
Understanding the mr physical sky environment map 02:18 3.6 MB
Adjusting exposure value and image control 03:40 6.0 MB
Setting the exposure whitepoint 01:51 2.1 MB
Choosing a sky model 03:24 4.3 MB
Controlling haze 05:28 7.2 MB
Working with mr sky advanced parameters 03:25 4.3 MB
12. Interior Daylight
Understanding mr sky portals 02:37 2.7 MB
Creating mr sky portals 02:09 2.6 MB
Controlling mr sky portal shadows 04:32 6.4 MB
13. Rendering Environment Backdrops in 3ds Max
Understanding the pros and cons of environment mapping 01:40 2.0 MB
Acquiring or creating background images 02:07 2.6 MB
Modeling a flat image plane backdrop 04:01 4.8 MB
Increasing map output for use with exposure control 04:34 6.4 MB
Adjusting the color map to color-correct the backdrop 06:43 8.3 MB
Applying a LookAt constraint to the image plane 05:46 7.4 MB
Modeling cylindrical panorama backgrounds 05:33 11.3 MB
14. Compositing Environment Backdrops in Photoshop
Understanding alpha channels 01:11 1.3 MB
Rendering still images for After Effects or Photoshop 03:06 3.6 MB
Converting the alpha channel to a Photoshop layer mask 03:01 3.4 MB
Using Photoshop adjustment layers for color correction 05:09 5.5 MB
15. Ambient Occlusion in Arch & Design Materials
Understanding ambient occlusion 02:05 2.2 MB
Enabling AO in the arch & design material 01:53 2.6 MB
Using color from other materials 01:50 2.4 MB
Setting ambient occlusion parameters 03:46 5.4 MB
16. Scene-Wide Ambient Occlusion
Understanding the need for a "poor man's global illumination" 02:50 3.0 MB
Creating a standard omni light at the origin 01:51 2.1 MB
Setting intensity and enabling ambient only 01:56 2.5 MB
Creating an ambient/reflective occlusion map 02:51 4.4 MB
Adjusting type and samples 01:07 1.5 MB
Setting bright and dark 02:44 3.5 MB
Understanding spread 01:40 2.2 MB
Setting max distance and falloff 03:08 3.6 MB
Excluding transparent and self-illuminated objects 04:07 5.8 MB
17. Volume Lights
Understanding atmospheres 01:00 1.2 MB
Adding a volume light atmosphere 01:28 2.3 MB
Setting exposure physical scale to "unitless" 01:23 2.0 MB
Adjusting volume light parameters 01:56 3.0 MB
Adding noise to the volume light 02:26 3.6 MB
18. Lens Effects
Understanding lens effects 00:51 1.0 MB
Adding a lens effect to a light 03:19 4.9 MB
Adjusting lens effect globals 01:40 2.2 MB
Setting glow element parameters 02:14 2.9 MB
Adding a star element 02:13 3.0 MB
Conclusion
Goodbye 00:10 0.2 MB

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