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Realistic Architectural Visualization with 3ds Max and Mental Ray

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ISBN-10: 0240809122

ISBN-13: 9780240809120

Edition: 2007

Authors: Roger Cusson, Jamie Cardoso

List price: $49.95
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Description:

Bring new realism to your visualizations with a command of the 3ds Max toolset. Three step-by-step tutorials demonstrate exterior and interior, day and night lighting scenes. You learn the nuts and bolts of importing models from CAD programs, lighting, applying mr shaders and materials, and optimizing your renders. Mental ray is made simple with an accessible description of its tools. * Color reproductions illustrate a wide array of subtle techniques. * mental ray is made easy with accesible demonstations. * Companion CD contains all of the project files.
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Book details

List price: $49.95
Copyright year: 2007
Publisher: Taylor & Francis Group
Publication date: 4/5/2007
Binding: Paperback
Pages: 344
Size: 7.50" wide x 9.50" long x 0.75" tall
Weight: 1.936
Language: English

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