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Class 101: Using mental ray -- Shaders

     



  Class Description: Using mental ray -- Shaders
Intended for artists, this one-day class introduces fundamental mental ray concepts, covering a broad collection of demonstrative mental ray shaders. Exercises within the 3D application provide hands-on practice with the material covered in lecture.

Class Outline: Using mental ray -- Shaders
One day, 10AM-6PM

Full Day
Introduction
  • Introduction to mental ray Rendering
Part 1 - Structure
  • .mi Scene File Structure
  • Shader Structure
  • Shaders in the Scene
    • Exercise 1 - Locating various shaders in the application
Part 2 - Color
  • Single Color
  • Color from Orientation
  • Color from Position
    • Exercise 2 - Use color shaders
  • Transparency
    • Exercise 3 - Use transparency shader
  • Color from Image Files (Texture Maps)
    • Exercise 4 - Use texture shaders
  • Color of Edges
Break
Part 3 - Light
  • Point Lights, Spot Lights and Shadows
  • Light on Surface - Direct Illumination with Lambert, Phong, etc.
    • Exercise 5 - Use Lambert, and one other shader
  • Reflection
  • Refraction
    • Exercise 6 - Use glossy reflection shaders
  • Light from Other Surfaces - Indirect Illumination
    • Exercise 7 - Use indirect illumination with shaders
  • Ambient Occlusion
Part 4 - Shape
  • Modifying Surface Geometry
  • Modifying Surface Orientation
  • Creating Shapes
    • Exercise 8 - Shape displacement and bump
Lunch Break
Part 5 - Space
  • Global and Object Environment
    • Exercise 9 - Using environment shaders
  • Global and Object Volume
    • Exercise 10 - Using volume shaders
Part 6 - Image
  • Samples, Pixels and Tiles
    • Exercise 11 - Sample diagnostics
  • Motion and Temporal Samples
  • Lens Shaders
    • Exercise 12 - Using the fisheye lens
  • Rendering Image Components
    • Exercise 13 - Using framebuffer components
  • Output Shaders
    • Exercise 14 - Using the letterbox output shader
Break
Part 7 - Implementation
  • Renderering Techniques
  • Using the Rasterizer
    • Exercise 15 - Transparency and motion
  • Render Process - the render report
  • Feature enabling, disabling
  • Shadows - traced and shadowmaps
  • Non-Render Pipeline Options
  • Memory - Scene Cache
  • Approximation - Scene Geometry
  • Diagnostics -- BSP, Grid, Photon, FG
    • Exercise 16 - Performance Optimization
  • Online Shader Manual
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