Join Brian Bradley for an in-depth discussion in this video Understanding photons (GI), part of Up and Running with mental ray in 3ds Max.
…While studies probably fair to say that Final Gather is today the most widely used…of Mental Ray's GI options, it is the system that we will look at here,…Photon Mapping, that has been available for the longest time.…In fact, although Final Gather is today used as a complete GI solution in…its own right,…it was initially introduced as a tool to help smooth out photon map renders.…Now Photon Mapping unlike final gather is not a view dependent, but…is rather a scene-dependent GI technique.…
This is because Photons are shot or traced not from the rendering camera in a scene,…but from the light sources themselves,…providing of course that option on the light has been enabled.…This means that once a photon solution has been calculated, it can be saved to disc,…and the rendering camera moved anywhere inside the environment we like,…without causing any problems at all for the GI solution at render time.…Again, and let's walk through the basics of how a photon GI solution is created,…just so that we're clear on how the technology is working.…
- 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
Creating Simulations in MassFX and 3ds Maxwith Brian Bradley3h 53m Intermediate
Getting Started with CAT Rigging Tools in 3ds Maxwith Joel Bradley2h 33m Intermediate
3ds Max 2015 Essential Trainingwith Aaron F. Ross10h 43m Beginner
1. mental ray Workflow
2. Lighting Tools
3. Global Illumination (GI)
4. mental ray Materials
5. Quality Control with Image Sampling
6. Render FX Tools
What's next?2m 5s
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