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3ds Max 2010: Lighting and Rendering with mental ray

Course Summary

 Demonstrates one of the most powerful toolsets for photorealistic 3D image visualization, the mental ray renderer in 3ds Max.   

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    Course Syllabus

    • Introduction
    • Welcome
    • Using the exercise files
    • Setting a project folder
    • 1. Concepts
    • Understanding mental ray
    • Understanding local illumination
    • Understanding global illumination
    • Assigning the mental ray renderer
    • Using the rendered frame window controls
    • 2. Gamma Correction
    • Understanding gamma
    • Recognizing the symptoms of incorrect gamma settings
    • Applying gamma correction
    • 3. Ray Tracing
    • Understanding raytracing
    • Limiting the trace depth of reflections and refractions
    • Applying a raytrace reflection map to a standard material
    • Applying a raytrace refraction map to a standard material
    • Setting the index of refraction
    • Using architectural materials for raytraced reflections
    • 4. Transparency
    • Modeling thin, transparent objects such as window glass
    • Disabling shadows
    • Setting simple transparency
    • 5. Materials
    • Understanding the pros and cons of mental ray materials
    • Getting familiar with the Arch & Design material
    • Learning from the Arch & Design templates
    • Working with diffuse color and diffuse level
    • Setting reflectivity and glossiness
    • Rendering thin wall reflections
    • Rendering solid glass
    • Controlling BRDF
    • Rendering translucency
    • Using ProMaterials
    • 6. Photometrics and Exposure Control
    • Understanding photometrics
    • Understanding the importance of modeling to scale
    • Using free lights
    • Selecting photometric templates
    • Understanding mr photographic exposure control
    • Adjusting brightness with exposure value
    • Using photographic exposure settings
    • Understanding color temperature
    • Setting the exposure whitepoint
    • Adjusting contrast with exposure image control
    • 7. Advanced Photometrics
    • Installing and using photometric .IES files
    • Choosing a light distribution type
    • Setting light intensity
    • Using target lights
    • Adjusting spotlight hotspot and falloff angles
    • Emitting light from shape
    • 8. Shadows
    • Understanding the pros and cons of shadow types
    • Controlling shadows via object properties
    • Controlling shadows via light exclusion
    • Rendering shadow map shadows
    • Rendering raytraced shadows
    • 9. Final Gather
    • Understanding final gather
    • Adjusting exposure control for final gather
    • Setting initial FG point density and rays per FG point
    • Setting interpolation and diffuse bounces
    • Tuning final gather settings to the scene
    • Controlling object properties for final gather
    • Optimizing final gather for animations
    • 10. Sampling Quality
    • Controlling render quality with samples per pixel
    • Understanding spatial contrast settings
    • Using filter settings to apply blur for anti-aliasing
    • 11. Exterior Daylight
    • Creating a daylight system
    • Setting the location, date, and time from the Motion panel
    • Choosing mr sun and mr sky from the Modify panel
    • Understanding the mr physical sky environment map
    • Adjusting exposure value and image control
    • Setting the exposure whitepoint
    • Choosing a sky model
    • Controlling haze
    • Working with mr sky advanced parameters
    • 12. Interior Daylight
    • Understanding mr sky portals
    • Creating mr sky portals
    • Controlling mr sky portal shadows
    • 13. Rendering Environment Backdrops in 3ds Max
    • Understanding the pros and cons of environment mapping
    • Acquiring or creating background images
    • Modeling a flat image plane backdrop
    • Increasing map output for use with exposure control
    • Adjusting the color map to color-correct the backdrop
    • Applying a LookAt constraint to the image plane
    • Modeling cylindrical panorama backgrounds
    • 14. Compositing Environment Backdrops in Photoshop
    • Understanding alpha channels
    • Rendering still images for After Effects or Photoshop
    • Converting the alpha channel to a Photoshop layer mask
    • Using Photoshop adjustment layers for color correction
    • 15. Ambient Occlusion in Arch & Design Materials
    • Understanding ambient occlusion
    • Enabling AO in the arch & design material
    • Using color from other materials
    • Setting ambient occlusion parameters
    • 16. Scene-Wide Ambient Occlusion
    • Understanding the need for a "poor man's global illumination"
    • Creating a standard omni light at the origin
    • Setting intensity and enabling ambient only
    • Creating an ambient/reflective occlusion map
    • Adjusting type and samples
    • Setting bright and dark
    • Understanding spread
    • Setting max distance and falloff
    • Excluding transparent and self-illuminated objects
    • 17. Volume Lights
    • Understanding atmospheres
    • Adding a volume light atmosphere
    • Setting exposure physical scale to "unitless"
    • Adjusting volume light parameters
    • Adding noise to the volume light
    • 18. Lens Effects
    • Understanding lens effects
    • Adding a lens effect to a light
    • Adjusting lens effect globals
    • Setting glow element parameters
    • Adding a star element
    • Conclusion
    • Goodbye

Course Fee:
USD 19.99

Course Type:


Course Status:



6 - 7 hours / week

This course is listed under Digital Media & Games Community

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