Learn a time-saving workflow to rendering interior sets and production-tested mental ray techniques that can be used for Film, Games, and Architectural Visualizations.
Contains 4 hours of project-driven training. Ideal for intermediate artists.Popular highlights include:
- Emitting Photons from Light Sources
- Fine-tuning Global Illumination Results
- Smoothing Global Illumination Results with Final Gather
- Using Architectural Materials in XSI
- Overriding Photon Properties
- Adding Realism with Ambient Occlusion
- Utilizing Multi-bounce Final Gather as GI Alternative
- Outputting Images to 32-bit .EXR Format
- Modifying Geometry for Optimal Global Illumination
- Setting up Render Passes in XSI
- BSP Memory Optimization Techniques
- Using Custom XSI Shaders
- Compositing Rendered Passes in External App
- Adjusting Exposure Settings
Lesson Outline:
1. | Introduction and project overview | 1:47 |
2. | Identifying key points to be aware of when approaching lighting in XSI | 5:26 |
3. | Creating the primary light source for a daytime render | 8:43 |
4. | Adding textures to the floor and creating an outside environment | 10:24 |
5. | Creating a photon casting light and adding rough Global Illumination | 13:39 |
6. | Adding glossy reflections to the floor and altering its photon interaction properties | 8:44 |
7. | Adding Final Gather to the scene to smooth out the Global Illumination result | 7:16 |
8. | Modifying the room's geometry in order to get a cleaner Global Illumination result (part 1) | 10:56 |
9. | Modifying the room's geometry in order to get a cleaner Global Illumination result (part 2) | 17:17 |
10. | Modifying the room's geometry in order to get a cleaner Global Illumination result (part 3) | 11:00 |
11. | Assigning and adjusting the materials for the couch and chair | 12:07 |
12. | Creating realistic glass and chrome materials for the coffee table | 9:41 |
13. | Controlling how lights and photons interact with translucent surfaces | 9:51 |
14. | Creating and adjusting the materials for various smaller objects in the living room | 10:53 |
15. | Altering the room's geometry to extend the floor into the hallway | 7:43 |
16. | Using BSP diagnostics to control the scene's render performance | 12:57 |
17. | Fine-tuning the overall lighting in the scene | 14:32 |
18. | Creating an ambient occlusion pass to enhance shadowed detail | 10:52 |
19. | Using directional ambient occlusion to simulate more realistic soft shadows | 13:16 |
20. | Using the Render Manager to set up final image output | 9:40 |
21. | Using an external image editing application to make final adjustments to rendered frames | 9:12 |
22. | Resetting your XSI scene in preparation for a nighttime light setup | 7:19 |
23. | Setting up the lamp as the room's primary light source | 5:04 |
24. | Adding primary and secondary final gather rays to simulate the effects of global illumination | 16:37 |
Total Run Time: | 4:04:55 |
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