Introduction to mental ray in 3ds Max
Having a solid understanding of mental ray's core features, and how they work, is a crucial step toward becoming an efficient and productive rendering artist in 3ds Max.
What you'll learn
Having a solid understanding of mental ray's core features, and how they work, is a crucial step toward becoming an efficient and productive rendering artist in 3ds Max. We will begin our training in this series of tutorials by learning two different methods for simulating realistic indirect lighting in 3ds Max, the first method will use global illumination, then we will learn about the second method using final gather. We will also explore how you can use caustic photons to simulate the detailed light patterns that are created when light passes through refractive surfaces. In addition, we will also explore Image-based lighting techniques, we will learn how to minimize rendering artifacts such as final gather flickering from our animated scenes, as well as many other tools and techniques that will allow you start generating high quality work for a multitude of projects.
Table of contents
- Working with mental ray Lights in 3ds Max 9m
- Using the Arch & Design Material in 3ds Max 17m
- Simulating Indirect Lighting Using Global Illumination 11m
- Exploring the Global Illumination Parameters 14m
- Simulating Indirect Lighting Using Final Gather 15m
- Using Final Gather and Global Illumination Together 6m
- Rendering Displacement Maps in mental ray 14m
- Image-based Lighting in 3ds Max 15m
- Rendering Caustic Light Patterns in 3ds Max 15m
- Using the Material Editor to Control Photon Appearance 8m
- Rendering with the Daylight System in mental ray 8m
- Using Portal Lights in 3ds Max 11m
- Rendering Subsurface Scattering in 3ds Max 14m
- Compositing with Render Elements in 3ds Max 15m
- Saving and Re-using Final Gather Data 15m
- Reducing Final Gather Flickering for Animations 8m