《mental ray 渲染技术高级训练教程》(fxphd – Production Rendering Techniques with Mental Ray)

学习教程《mental ray 渲染技术高级训练教程》(fxphd – Production Rendering Techniques with Mental Ray)已关闭评论1,119

《mental ray 渲染技术高级训练教程》(fxphd – Production Rendering Techniques with Mental Ray)
fxphd- mental ray渲染技术| +项目文件| MOV|1.94Gb。
本课程将教导在视觉效果渲染技术(拍摄成真人整合),基于物理的CG元素的技术和概念。由于它是一个实际操作中使用mental ray制作,本课程将使用3ds Max软件的应用,但大部分技术亦适用于Maya和Softimage公司软件。
导师哈坎'扎普'安德森一直为着色技术先去,是自2004年以来对于mental ray材质,如:皮肤表层着色,汽车漆着色,以及建筑和生产着色等,有很深的造诣。 

《mental ray 渲染技术高级训练教程》(fxphd – Production Rendering Techniques with Mental Ray)
Professor: Zap Andersson (MasterZap)
Class 1: Pixels vs. Light – What is a pixel? The units of light, and how they map to the RGB values we encounter every day. Shows how the math we apply to pixels can break, and how, if we are not careful, two plus two can end up ten.
Class 2: Lighting – Understanding the quality and quantity of light. Understanding how real-world lights map to computer graphics lights. Understanding how light gathers and reflects off a surface.
Class 3: Cameras – Understanding how a real world cameras function map to their computer graphics counterparts. Understanding what film and digital cameras do to the image before you even see it.
Class 4: Materials I – Using the physically based Arch&Design; material to simulate real world surfaces. Learning to see the world, so that one can translate it to CG.
Class 5: Materials II – More about materials. Using the mental ray skin shader for realistic characters.
Class 6: Interaction between CG and the Real World – Using the production library shaders to seamlessly integrate CG objects in real-world background plates with reflections, bounce light, shadows, etc.
Class 7: Interaction between CG and the Real World part II + “What Not To Do”. Advanced interaction topics like smoothing out glossy reflections of HDRI environments and masking. Also discusses things you should avoid; Walks through the topics of previous classes and deals out some “no-no’s”.
Class 8: Compositing – How stuff that comes out of the renderer goes together, and what can (and should) and can’t (and shouldn’t) be delegated to compositing.
Class 9: Pixels, Samples and Filtering. Discusses anti-aliasing methods, and the different primary ray acceleration techniques, and demystifies the various mental ray methods for motion blur.
Class 10: Indirect illumination in animation. Avoiding flickering in Final Gathering in animated scenes. Also does a final course wrapup.

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