Introduction to Mantra in Houdini
Pluralsight
Course Summary
Learn a time-saving workflow to Houdini's production-class renderer. Software required: Houdini 9.5 and up.
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Course Description
Learn a time-saving workflow to Houdini's production-class renderer. Gain a firm understanding of the powerful rendering tools available in Mantra and learn fundamental techniques for micropolygon, raytracing, and physically-based rendering. Contains over 3.5 hours of project-driven training for artists new to Mantra. Popular highlights include: Mantra Overview; Working with Shaders; Rendering Methods; Environment Lights; Rendering in Passes; Rendering Multiple Channels; Deep Raster Output; Rendering to Different Files; Micropolygon Rendering; Raytracing; Physically Based Rendering; Global Illumination Techniques; Path-tracing; Final Gather; Ambient Occlusion; Image-based Lighting; Caustics; Shadows; Geometry Shaders; Outline Rendering with Wren; Volumetric Rendering; Mantra Archive; Depth of Field; 3D Motion Blur; Transform Motion Blurs; Deformation Motion Blurs; Velocity Motion Blurs; Compositing Techniques. Software required: Houdini 9.5 and up.
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Course Syllabus
Introduction and Project Overview- 1m 37s
—Introduction and Project Overview 1m 37sIntroduction to Mantra in Houdini- 3h 31m
—Working with Project Files 4m 2s
—Rendering Basics 8m 2s
—Rendering Image Sequences 12m 10s
—Using MPlay 7m 7s
—Using MCP 4m 48s
—Rendering Extra Channels 8m 51s
—Rendering Planes to Separate Files 3m 50s
—Compositing Deep/Shallow Outputs 7m 20s
—Rendering in Passes 9m 47s
—Compositing and Matte Shading 6m 10s
—Rendering with Takes 4m 41s
—Adding Shadows and Creating a Shadow Pass 5m 34s
—Completing and Rendering a Shadow Pass 10m 2s
—Depth of Field Effects 7m 17s
—Motion Blur: Transformation 1m 23s
—Motion Blur: Deformation 5m 50s
—Motion Blur: Velocity 5m 6s
—Velocity Blur Tricks 7m 14s
—Micropolygon Rendering Engine 9m 17s
—Raytrace Engine 5m 34s
—Physically Based Rendering Engines 8m 40s
—Converting to RAT Files 4m 48s
—Ambient Occlusion 9m 25s
—Image-based Lighting 5m 7s
—GI Path-tracing 5m 7s
—GI Cache and Final Gather 6m 29s
—Adding Caustic Effects to the Render 7m 4s
—Editing Shaders and Lighting for a Better Caustic Pass 8m 11s
—Outline Rendering 4m 55s
—Building and Rendering Clouds Using Volumetric System 6m 17s
—Converting the Geometry into a Volume Using Metaballs 8m 10s
—Mantra Archiving 3m 4s