| |
| |
Acknowledgments | |
| |
| |
Preface | |
| |
| |
Project Files: Exercise Disk | |
| |
| |
The Living Room: Introduction | |
| |
| |
| |
Preparing Materials for an Interior Space | |
| |
| |
| |
Introduction | |
| |
| |
| |
Starting the Scene | |
| |
| |
| |
The Arch & Design Material | |
| |
| |
| |
BRDF | |
| |
| |
| |
Advanced Rendering Options | |
| |
| |
| |
Working on the First Material | |
| |
| |
| |
Working on the Sofa Material | |
| |
| |
| |
Working on the Floor Material | |
| |
| |
| |
Working on the Glass Material | |
| |
| |
| |
Working on the Metal Material | |
| |
| |
| |
Conclusion | |
| |
| |
| |
Day Lighting for an Interior Space | |
| |
| |
| |
Introduction | |
| |
| |
| |
Interior Lighting Concepts with mental ray | |
| |
| |
| |
Parameters in Final Gather | |
| |
| |
| |
Basic Group | |
| |
| |
| |
Final Gather Map Group | |
| |
| |
| |
Parameters in Global Illumination | |
| |
| |
| |
Starting the Scene | |
| |
| |
| |
Establishing Basic Lighting Parameters | |
| |
| |
| |
Adding Lights | |
| |
| |
| |
Adding an Omni Light to Simulate Scattered Light | |
| |
| |
| |
Modifying the Spot Light | |
| |
| |
| |
Making Changes to Materials Due to Light Effects | |
| |
| |
| |
Exposure Control | |
| |
| |
| |
Adjusting the Exposure of the Living Room Scene | |
| |
| |
| |
Mental ray Parameters for the Final Render | |
| |
| |
| |
Samples per Pixel Group | |
| |
| |
| |
Filter Group | |
| |
| |
| |
Finalizing the Living Room Render | |
| |
| |
| |
Conclusion | |
| |
| |
| |
Artificial Lighting for the Interior Space | |
| |
| |
| |
Introduction | |
| |
| |
| |
Starting the Scene | |
| |
| |
| |
Establishing Basic Lighting Parameters | |
| |
| |
| |
Adding the Artificial Lights | |
| |
| |
| |
Adding More Lights to the Scene | |
| |
| |
| |
Adding a Lume Shader to the Lights | |
| |
| |
| |
Adding Exposure Controls to Improve the Image and Final Render | |
| |
| |
| |
Conclusion | |
| |
| |
The Harbor: Introduction | |
| |
| |
| |
Preparing Materials for an Exterior Scene | |
| |
| |
| |
Introduction | |
| |
| |
| |
Starting the Scene | |
| |
| |
| |
Applying Materials to the Background Buildings | |
| |
| |
| |
Creating a Material for the Wooden Chair | |
| |
| |
| |
Creating a Material for the Pavement | |
| |
| |
| |
Using the Ocean (Lume) Shader for Water | |
| |
| |
| |
Creating the Water Material in the Harbor Scene | |
| |
| |
| |
Conclusion | |
| |
| |
| |
Lighting for an Exterior Scene | |
| |
| |
| |
Introduction | |
| |
| |
| |
Exterior Lighting Concepts with mental ray | |
| |
| |
| |
mr Sun Parameters | |
| |
| |
| |
mr Sky Parameters | |
| |
| |
| |
Starting the Scene | |
| |
| |
| |
Establishing Basic Lighting Parameters | |
| |
| |
| |
Refining the Lighting and Creating a Rendered Image | |
| |
| |
| |
Conclusion | |
| |
| |
| |
Working with the mr Physical Sky Shader | |
| |
| |
| |
Introduction | |
| |
| |
| |
mr Physical Sky and the Sun Disk | |
| |
| |
| |
Moving the Sun to a Desired Location | |
| |
| |
| |
The mr Physical Sky Shader | |
| |
| |
| |
Sun Disk Appearance Group | |
| |
| |
| |
Inherit from mr Sky Group | |
| |
| |
| |
Horizon and Ground Group | |
| |
| |
| |
After Dark Group | |
| |
| |
| |
Non-Physical Tuning Group | |
| |
| |
| |
Aerial Perspective (When Used as Lens/Volume Shader Only) Group | |
| |
| |
| |
Creating Camera Haze | |
| |
| |
| |
Using a Bitmap Background in mr Pbysical Sky | |
| |
| |
| |
Some Notes About mr Physical Sky | |
| |
| |
| |
Conclusion | |
| |
| |
Conclusion and Further Study | |
| |
| |
| |
CAD Transfer | |
| |
| |
| |
Introduction | |
| |
| |
| |
Overview | |
| |
| |
| |
Importing 3D Geometry | |
| |
| |
| |
Linking AutoCAD Files | |
| |
| |
| |
Why Transfer Files? | |
| |
| |
| |
An Approach to CAD Transfer | |
| |
| |
| |
A Generalized Approach to Modeling and Rendering with Linked Files | |
| |
| |
| |
Exceptions to the Generalized Approach | |
| |
| |
| |
Process of Linking Files | |
| |
| |
| |
Linking Files from AutoCAD | |
| |
| |
| |
Layers | |
| |
| |
| |
File Link Manager Parameters | |
| |
| |
| |
AutoCAD Layers, 3ds Max Layers and 3ds Max Objects | |
| |
| |
| |
Applying Materials | |
| |
| |
| |
More Complex Material Assignments | |
| |
| |
| |
Mapping | |
| |
| |
| |
Reloading Linked Files | |
| |
| |
| |
Linking Files from Revit | |
| |
| |
| |
Revit Object Database | |
| |
| |
| |
Exporting 3D Model to AutoCAD | |
| |
| |
| |
Linking an AutoCAD File Exported by Revit | |
| |
| |
| |
Reloading a Revit Model Linked through a .dwg File | |
| |
| |
| |
Materials in Revit | |
| |
| |
| |
Accessing Revit Materials in 3ds Max | |
| |
| |
| |
Caution About Using Revit Materials | |
| |
| |
| |
Conclusion | |
| |
| |
| |
Caustics | |
| |
| |
| |
Introduction | |
| |
| |
| |
Caustics | |
| |
| |
| |
Creating Caustics in a Wine Glass | |
| |
| |
| |
Creating the Lights and the Caustics Effect | |
| |
| |
| |
Final Adjustments to the Image | |
| |
| |
| |
Conclusion | |
| |
| |
| |
Camera Effects | |
| |
| |
| |
Introduction | |
| |
| |
| |
Flash Effect and Depth of Field | |
| |
| |
| |
Creating the Flash Effect | |
| |
| |
| |
Depth of Field | |
| |
| |
| |
HDRI | |
| |
| |
| |
Introduction | |
| |
| |
| |
Assigning a HDRI image to a light source | |
| |
| |
| |
Light Point (base) Parameters | |
| |
| |
| |
Adding the HDRI image to the light | |
| |
| |
| |
Rendering Large Complex Scenes | |
| |
| |
| |
Introduction | |
| |
| |
| |
Render Passes | |
| |
| |
| |
Render Passes Parameters | |
| |
| |
| |
Distributed Bucket Rendering | |
| |
| |
| |
Distributed Bucket Rendering Parameters | |
| |
| |
| |
Network Rendering | |
| |
| |
| |
Common Errors | |
| |
| |
| |
Introduction | |
| |
| |
| |
The mental ray Message Window | |
| |
| |
| |
Photon Errors | |
| |
| |
| |
Final Gather Errors | |
| |
| |
| |
The Cover Image | |
| |
| |
| |
Introduction | |
| |
| |
| |
Adjusting Final Gather Settings | |
| |
| |
| |
Image Size | |
| |
| |
| |
Sampling Quality | |
| |
| |
| |
Rendering | |
| |
| |
| |
Lights and Materials | |
| |
| |
| |
Exposure Control | |
| |
| |
Index | |