Introduction to mental ray in Softimage 7.5
Pluralsight
Course Summary
In this tutorial, we will learn how mental ray's tools and core features work, as well as exploring solutions for simulating lighting that's physically accurate, and time-saving techniques to overcoming common challenges that artists of any skill level often encounter. Software required: Softimage 7.5 or higher.
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Course Description
In this tutorial, we will learn how mental ray's tools and core features work, as well as exploring solutions for simulating lighting that's physically accurate, and time-saving techniques to overcoming common challenges that artists of any skill level often encounter. We'll begin our tutorial by learning how to use global illumination, final gather, and the new Irradiance Particles as well as importons so that you can easily simulate the effects of indirect lighting and quickly render highly realistic scenes. We'll also spend some time going over how you can dramatically increase your rendering speed by saving and re-using indirect illumination data, giving you more time to focus on the creative aspect of the image. We'll also explore how you can use caustics to simulate the light patterns that are created when light passes through refractive surfaces. Then, we'll then take time to explore several specialized mental ray shaders like the architectural materials, subsurface scattering, and ambient occlusion shaders, as well as learn how we can use Render Passes and Render Channels to split our renders into multiple passes for compositing purposes. Software required: Softimage 7.5 or higher.
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Course Syllabus
Introduction and Project Overview- 2m 12s
—Introduction and Project Overview 2m 12sIntroduction to mental ray in Softimage 7.5- 2h 52m
—Overview of Softimage Render Settings 6m 31s
—Simulating Indirect Lighting with Global Illumination 10m 54s
—Using Final Gather for Indirect Lighting Effects 13m 49s
—Using Global Illumination and Final Gather Together 4m 2s
—Saving and Reusing Indirect Illumination Data 9m 19s
—Using HDR Images for Realistic Lighting Results 8m 41s
—Creating Caustic Light Patterns 12m 20s
—Overview of Architectural Material 9m 45s
—Controlling Photon Attributes in the Render Tree 9m 3s
—Creating High Quality Displacement Effects 8m 58s
—Overview of Subsurface Scattering Shader 14m 0s
—Rendering with Physical Sun and Sky Shaders 11m 22s
—Applying Tone Mapping Shaders to the Camera 8m 45s
—Rendering with Portal Lights 7m 31s
—Using Importons and Irradiance Particles 13m 42s
—Alternative Workflow for Image-based Lighting 3m 10s
—Setting up Multiple Render Passes 7m 50s
—Rendering Multiple Passes Using Render Channels 6m 35s
—Transferring Render Settings to the Render Manager 6m 20s