Join Brian Bradley for an in-depth discussion in this video Unified Sampling controls: Part two, part of Learning mental ray in 3ds Max.
…Having looked in the previous exercise at renders of our scene here using both…the default and slightly modified settings for unified sampling, and having briefly…touched on the function of both the contrast threshold and quality spinners.…Time in this video to put the unified engine through it's paces and…see what kind of results it produces as we work almost exclusively here…with the quality spinner.…To do that, we are in Photoshop going to be comparing a number of…pre-rendered images that all make use of differing quality values.…Here, we're looking at a render taken with all of…the image sampling defaults in place, except for…the fact that we're using a modified contrast threshold value of 0.003.…Well, let's turn on our next layer, and…take a look at what happens when we increase the quality spinner from its…default of 0.25 to a minimum production setting of one.…Well, as was the case with our change in the previous exercise, the level of…obvious noise clean up is once again quite considerable, the wall behind our…
- 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
MassFX and 3ds Max: Creating Simulations (2013)with Brian Bradley3h 52m Intermediate
Learning 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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