Join Brian Bradley for an in-depth discussion in this video Classic vs. Unified mode, part of Learning mental ray in 3ds Max.
…Wherever there is a Raytrace Render Engine you will find image sampling.…This is because, as discussed, image sampling is in essence the mechanism that…a Raytrace renderer uses to gather the pixel information and…color values that will be used in the production of a final render.…This really means that in order to control the quality of…the image coming from our render engine, we will need to know how to work with, and…get the best from its image sampling controls.…The good news is that with the addition of the Unified Sampler, that officially came…along with 3Ds Max 2014, things have gotten a whole lot simpler and I would…have to say a whole lot more powerful in mental rays image sampling department.…
Now, because we already have a basic overview what image sampling is and…how it works under our belt, so to speak, we're not in this video going to try and…illustrate the differences regarding the inner workings of…the new Unified Sampling Engine,…as compared to what is now being called Classic Raytrace mode.…
Author
Released
9/18/2014- Setting mental ray as the render engine
- Working with ActiveShade mode
- Using Nvidia's imf_display tool
- Creating a daylight system
- Controlling the mental ray sun and sky
- Using Final Gather and photons, both individually and together
- Working with diffuse, reflective, translucent, and other materials
- Controlling render quality with image sampling
- Working with displacement mapping
- Using proxies
Skill Level Intermediate
Duration
Views
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Introduction
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Welcome1m 23s
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Gamma handling1m 22s
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1. mental ray Workflow
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Using string options4m 28s
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VFB and global controls3m 39s
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3ds Max gamma workflow4m 40s
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Using Nvidia's imf_disp tool4m 26s
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2. Lighting Tools
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Creating a daylight system6m 37s
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The physical sky map5m 44s
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IBL (Dome Light)6m 25s
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3. Global Illumination (GI)
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Global illumination overview5m 37s
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Understanding Final Gather5m 37s
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Using Final Gather6m 28s
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The mental ray sky portal5m 26s
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Understanding photons (GI)5m 33s
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Using photons: Part one5m 51s
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Using photons: Part two4m 11s
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4. mental ray Materials
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Arch & Design: Overview6m 32s
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Arch & Design: Diffuse6m 57s
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5. Quality Control with Image Sampling
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What is image sampling?2m 43s
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Classic vs. Unified mode5m 43s
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6. Render FX Tools
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Motion blur4m 32s
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Depth of field4m 25s
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Setting up for caustics4m 48s
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Creating the caustic effect5m 42s
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Proxies6m 32s
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Conclusion
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What's next?2m 5s
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Video: Classic vs. Unified mode