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
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Introduction- Introduction to mental ray Rendering
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Part 1 - Structure- .mi Scene File Structure
- Shader Structure
- Shaders in the Scene
- Exercise 1 - Locating various shaders in the application
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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
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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
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Part 4 - Shape- Modifying Surface Geometry
- Modifying Surface Orientation
- Creating Shapes
- Exercise 8 - Shape displacement and bump
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Lunch Break |
Part 5 - Space- Global and Object Environment
- Exercise 9 - Using environment shaders
- Global and Object Volume
- Exercise 10 - Using volume shaders
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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
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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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