- 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
(melodic jingle) - [Voiceover] Hello and welcome to Up and Running with Mental Ray in 3ds Max. My name is Brian Bradley, and I'm really looking forward to spending some time helping you become familiar with what for many, has become the default production renderer of choice in the 3ds Max application. In chapter one of the course, we will cover some of the basic and not so basic aspects of Mental Ray workflow, including a look at using the String option, Active Shade, and inf.disp tools that NVIDIA have made available to us.
In chapter two, we will start to dig into Mental Ray in earnest by taking a look at some of it's well established and key lighting tools, for instance the Mental Ray Sun and Sky and the exposure controls, along with a consideration of some of the newer lighting options that have also been made available such as the excellent IBL Skylight mode. From there we can really pick up the pace as it were and look into successive chapters at Mental Ray's primary global illumination tools, the Arch and Design and Compact materials, the powerful new unified image sampling engine and then finally in chapter six, we can spend some time working with important render effects options such as depth of field, caustics, and render time displacement to name just three.
If you are ready to get up and running with Mental Ray in 3ds Max, then let's go ahead and dive right in.
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
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