Learn a time-saving workflow to Houdini's production-class renderer. Gain a firm understanding of the powerful rendering tools available in Mantra and learn fundamental techniques for micropolygon, raytracing and physically-based rendering. Contains over 3.5 hours of project-driven training for artists new to Mantra.Popular highlights include:
- Mantra Overview
- Working with Shaders
- Rendering Methods
- Environment Lights
- Rendering in Passes
- Rendering Multiple Channels
- Deep Raster Output
- Rendering to Different Files
- Micropolygon Rendering
- Raytracing
- Physically Based Rendering
- Global Illumination Techniques
- Path-tracing
- Final Gather
- Ambient Occlusion
- Image-based Lighting
- Caustics
- Shadows
- Geometry Shaders
- Outline Rendering with Wren
- Volumetric Rendering
- Mantra Archive
- Depth of Field
- 3D Motion Blur
- Transform Motion Blurs
- Deformation Motion Blurs
- Velocity Motion Blurs
- Compositing Techniques
Lesson Outline:
1. | Introduction and Project Overview | 1:45 |
2. | Working with project files | 4:02 |
3. | CRendering basics | 8:02 |
4. | Rendering image sequences | 7:41 |
5. | Using Mplay | 7:07 |
6. | Using mcp | 4:48 |
7. | Rendering extra channels | 8:51 |
8. | Rendering planes to separate files | 3:50 |
9. | Compositing deep/shallow outputs | 7:20 |
10. | Rendering in passes | 9:47 |
11. | Compositing and matte shading | 6:10 |
12. | Rendering with Takes | 4:41 |
13. | Adding shadows and creating a shadow pass | 5:34 |
14. | Completing and rendering a shadow pass | 10:02 |
15. | Depth of Field effects | 7:17 |
16. | Motion Blur: Transformation | 6:37 |
17. | Motion Blur: Deformation | 5:50 |
18. | Motion Blur: Velocity | 5:06 |
19. | Velocity Blur Tricks | 7:14 |
20. | Micropolygon Rendering engine | 9:17 |
21. | Raytrace engine | 5:34 |
22. | Physically Based Rendering engines | 8:40 |
23. | Converting to RAT files | 4:48 |
24. | Ambient Occlusion | 9:25 |
25. | Image-Based Lighting | 5:07 |
26. | GI Path-tracing | 5:07 |
27. | GI Cache and Final Gather | 6:29 |
28. | Adding Caustic effects to the render | 7:04 |
29. | Editing shaders and lighting for a better Caustic pass | 8:11 |
30. | Outline rendering | 3:01 |
31. | Building and rendering clouds using volumetric system | 6:17 |
32. | Converting the geometry into a volume using Metaballs | 8:10 |
33. | Mantra archiving | 3:51 |
Total Run Time: | 3:33:01 |
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