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 電驢下載基地 >> 其他资源 >> 電腦基礎 >> 《Maya 2011 Mental Ray光影渲染教程》(Maya 2011 Lighting and Rendering In Mental Ray )[光盤鏡像]
《Maya 2011 Mental Ray光影渲染教程》(Maya 2011 Lighting and Rendering In Mental Ray )[光盤鏡像]
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《Maya 2011 Mental Ray光影渲染教程》(Maya 2011 Lighting and Rendering In Mental Ray )[光盤鏡像] 簡介: 中文名 : Maya 2011 Mental Ray光影渲染教程 英文名 : Maya 2011 Lighting and Rendering In Mental Ray 資源格式 : 光盤鏡像 主講人 : Eric Keller 發行日期 : 2010年 地區 : 美國 對白語言 : 英語 文字語言 : 英文 簡介 : 資源簡介: Lynda 出品的 Maya 2
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"《Maya 2011 Mental Ray光影渲染教程》(Maya 2011 Lighting and Rendering In Mental Ray )[光盤鏡像]"介紹
中文名: Maya 2011 Mental Ray光影渲染教程
英文名: Maya 2011 Lighting and Rendering In Mental Ray
資源格式: 光盤鏡像
主講人: Eric Keller
發行日期: 2010年
地區: 美國
對白語言: 英語
文字語言: 英文
簡介:

資源簡介:
Lynda 出品的 Maya 2011 Lighting and Rendering In Mental Ray 教程
官網鏈接: http://www.lynda.com/home/DisplayCourse.aspx?lpk2=61222
主講:Eric Keller
教學時長: 約5個小時 主要講述了在Maya 2011中運用 Mental Ray渲染器進行光影渲染的原理及一些技巧等教程
Maya 2011 Lighting and Rendering in mental ray with Eric Keller shows how to master practical mental ray techniques for rendering models created in Maya. This course walks through the most efficient and innovative mental ray techniques, including direct versus indirect lighting methods, creating different types of shadows, using the new ShadowMap camera, and reusing shadow and final gathering maps. A chapter on optimizing render times and enhancing render quality is also included. Exercise files are included with the course.
教學視頻預覽:


Topics include:
* Understanding computer-generated lighting
* Creating depth map and ray traced shadows
* Softening and shaping shadows
* Working with global illumination
* Lighting with the caustic settings
* Applying physical and portal shaders
* Adding depth of field with the Bokeh shader
* Splitting a scene into render layers
* Comparing render passes and render layers
目錄:
Introduction 03:46
Welcome 01:32
Using the exercise files 02:14
1. 3D Lighting 19:08
What is a CG light? 01:22
Types of CG lights 10:55
Direct lighting 04:48
Indirect lighting 02:03
53:20
2. Cast Shadows
Decay rate 06:30
Previewing lighting and shadows 02:37
Creating depth map shadows 01:57
Troubleshooting depth map shadows 02:38
Shadow map overrides 05:30
Using the shadow map camera 05:31
Saving and reusing shadow maps 02:48
Creating raytraced shadows 01:56
Adding softness to raytraced shadows 03:42
Creating area light shadows 05:11
Sample: mental ray area light 04:23
Setting area light visibility 08:07
Creating soft shadows with spot lights 02:30
3. Indirect Lighting 43:35
Setting global illumination for interiors 02:33
Tuning global illumination 05:56
Global illumination photons 01:12
Activating caustic light effects 03:28
Tuning caustic settings 03:35
Setting caustic light effects on metal 02:35
Using final gathering for indirect lighting 02:09
Tuning final gathering 04:02
Reusing final gathering maps 03:21
Adding light with shaders 05:27
Creating final gathering maps for animation 04:26
Combining final gathering with global illumination 04:51
4. mental ray Light and Lens Shaders 01:02:38
Activating the Physical Sun and Sky network 02:33
Tuning the Physical Sun and Sky settings 07:18
Applying physical light shaders 08:54
Applying image-based lighting 08:57
Tone mapping 06:23
Applying portal light shaders 07:45
Creating light beams with participating media 10:09
Adding depth of field with the Bokeh lens shader 10:39
5. Render Layers 48:21
Introducing render layers 06:13
Creating render layers 04:28
Splitting a scene into render layers 15:36
Applying render layer presets 07:47
Setting render layer overrides 07:07
Creating render layer composites 03:52
Organizing renders with tokens 03:18
6. Render Passes 42:24
Introducing render passes 02:56
Comparing render passes and render layers 06:44
Editing render passes 10:41
Using appropriate materials 05:51
Batch-rendering passes 05:56
Compositing in After Effects 06:41
Rendering the EXR image format 03:35
7. Render Quality 23:03
Anti-Aliasing Quality 06:44
Setting color profiles 02:53
Diagnosing raytracing 05:07
Adjusting motion blur 06:57
Finding mental ray help 01:22
Goodbye 00:21

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