Shaders

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 Prerequisites: Using mental ray - Shaders

The minimum requirements for taking the class include:

  1. Basic experience using mental ray in one of the 3D applications (Maya, XSI/Softimage, 3ds max, etc.).
  2. Familiarity with the UI of the 3D application

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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