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The Gnomon Workshop - Lighting and Rendering In Maya Mental Ray Techniques
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در این پست ما برای شما یک مجموعه آموزشی از استاد Jeremy Engleman را آماده نموده ایم. این مجموعه آموزشی شامل 5 فصل از این استاد درباره تکنیک های مختلفی در زمینه نورپردازی و رندرینگ در نرم افزار Maya و موتور رندر Mental Ray میباشد.
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مشاهده توضیحاتــ انگلیسی
Lighting a Hallway. Production Techniques for Efficient, Directable Lighting
Emphasizing production concerns, Jeremy lights an interior scene with only 13 lights. He demonstrates in real-time step-by-step how to use a minimal number of spot and point lights
to recreate all direct, indirect and "sweetening" light sources for a hallway. This technique uses no Global Illumination or Final Gather, producing a fast, stable, predictable and directable result. Jeremy shows how to work with lighting in IPR and Mental Ray. Procedural Plums in Sunlight with Procedural Water Drops
In Procedural Plums, Jeremy discusses how to build rich, useful procedural networks, making efficient use of your time in IPR, displacement mapping water and water material, and a simple sunlight lighting rig.
Dusty Simplified Glass in Overcast Light with Procedural Cork
In Simplified Glass, Jeremy discusses how to use a simple Blinn shader for truly effective glass. Dust on the bottles leads to a concise overview of layering materials, which is further enhanced with Maya fur. Included is a deep discussion of area lights and the principles of raytrace recursion.
Subsurfacing Sushi: Procedural Fish and Rice, or Finally, a Use for Maya Wood
In Subsurfacing Sushi, Jeremy creates fish from Maya's wood procedure. He then delves into the network of the Mental Ray fast_simple subsurface scattering material. Even subsurface pros will learn something as hidden and underused parameters are uncovered from "the depths." The lesson concludes with Depth of Field as a post process in Photoshop.
Styrofoam Helicopter: Mental Ray Physical Sun/Sky and Rotational Motion Blur
In Styrofoam Helicopter, Jermey covers Mental Ray's Physical Sun and Sky and issues revolving around its use including texture gamma, proper use with sss shaders, tone mapping, and rendering with clouds and backgrounds. Jeremy also explores linear motion blur as it applies to complex rotation.