Introduction to mental ray in 3ds Max

Pluralsight
Course Summary
Having a solid understanding of mental ray's core features, and how they work, is a crucial step toward becoming an efficient and productive rendering artist in 3ds Max.
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Course Description
Having a solid understanding of mental ray's core features, and how they work, is a crucial step toward becoming an efficient and productive rendering artist in 3ds Max. We will begin our training in this series of tutorials by learning two different methods for simulating realistic indirect lighting in 3ds Max, the first method will use global illumination, then we will learn about the second method using final gather. We will also explore how you can use caustic photons to simulate the detailed light patterns that are created when light passes through refractive surfaces. In addition, we will also explore Image-based lighting techniques, we will learn how to minimize rendering artifacts such as final gather flickering from our animated scenes, as well as many other tools and techniques that will allow you start generating high quality work for a multitude of projects.
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Course Syllabus
Introduction and Project Overview- 1m 18s
—Introduction and Project Overview 1m 18sIntroduction to mental ray in 3ds Max- 3h 14m
—Working with mental ray Lights in 3ds Max 8m 53s
—Using the Arch & Design Material in 3ds Max 16m 37s
—Simulating Indirect Lighting Using Global Illumination 10m 58s
—Exploring the Global Illumination Parameters 13m 30s
—Simulating Indirect Lighting Using Final Gather 14m 58s
—Using Final Gather and Global Illumination Together 6m 11s
—Rendering Displacement Maps in mental ray 14m 0s
—Image-based Lighting in 3ds Max 15m 10s
—Rendering Caustic Light Patterns in 3ds Max 15m 9s
—Using the Material Editor to Control Photon Appearance 7m 44s
—Rendering with the Daylight System in mental ray 8m 16s
—Using Portal Lights in 3ds Max 11m 4s
—Rendering Subsurface Scattering in 3ds Max 14m 28s
—Compositing with Render Elements in 3ds Max 14m 46s
—Saving and Re-using Final Gather Data 14m 39s
—Reducing Final Gather Flickering for Animations 7m 49s