Learn an array of creative tips and tricks to rendering and time-saving mental ray techniques that can be used for Product Design, Film, Games, and Commercials. Contains 2 hours of project-based training - Perfect for intermediate artists maximizing time and creativity.Popular highlights include:
- Storing / Reusing Global Illumination Photon Maps
- Storing / Reusing Final Gather Maps
- BSP Diagnostics
- mental ray Render Diagnostics
- Render Layers
- Layer Overrides
- Custom MEL Scripts for Attribute Adjustment
- Converting to .MAP format
- Controlling Final Gather Light Intensity
- Compositing Render Layers in External Applications
- Depth Passes for Depth-of-Field Effects
- Motion Vector Passes
- Optimizing mental ray Memory Usage
Lesson Outline:
1. | Introduction and project overview | 1:44 |
2. | Storing and reusing Global Illumination Photon maps to increase rendering speed | 8:48 |
3. | Storing and reusing Final Gather maps to increase rendering speed | 10:06 |
4. | Using BSP Diagnose in order to increase mental ray's render performance | 9:25 |
5. | Setting limits on mental ray's memory usage as a way of improving rendering stability | 4:23 |
6. | Using the mental ray Render Diagnostics to pinpoint potential rendering complications in your scene | 10:02 |
7. | Using Render Layers to break your renders up into multiple passes - giving you a much higher level of control over the final render | 14:12 |
8. | Using Maya's Layer Overrides to enable or disable attributes on individual Render Layers | 9:37 |
9. | Using a custom MEL script to alter special attributes across multiple selected objects | 9:34 |
10. | Compositing separate Render Layers together into a final image | 12:38 |
11. | Using a depth pass to very quickly create depth-of-field effects in your final renders | 9:39 |
12. | Creating a Motion Vector pass in order to create very fast motion-blurring effects to your rendered shots | 9:02 |
13. | Utilizing stored Motion Vector information within Maya to add very fast motion-blurring to your rendered images | 14:36 |
14. | Using the Final Gather Render Mode to quickly cast and store Final Gather point information | 13:23 |
Total Run Time: | 2:17:06 |
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