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Introduction to mental ray in 3ds Max
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Released Dec 1, 2012
Kyle Green

Pluralsight

Kyle Green
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.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:17
Working with mental ray lights in 3ds Max
2

Working with mental ray lights in 3ds Max

 
08:53
Using the Arch & Design material in 3ds Max
3

Using the Arch & Design material in 3ds Max

 
16:37
Simulating indirect lighting using Global Illumination
4

Simulating indirect lighting using Global Illumination

 
10:58
Exploring the Global Illumination parameters
5

Exploring the Global Illumination parameters

 
13:31
Simulating indirect lighting using Final Gather
6

Simulating indirect lighting using Final Gather

 
14:58
Using Final Gather and Global Illumination together
7

Using Final Gather and Global Illumination together

 
06:11
Rendering displacement maps in mental ray
8

Rendering displacement maps in mental ray

 
14:00
Image-based lighting in 3ds Max
9

Image-based lighting in 3ds Max

 
15:10
Rendering caustic light patterns in 3ds Max
10

Rendering caustic light patterns in 3ds Max

 
15:09
Using the Material Editor to control photon appearance
11

Using the Material Editor to control photon appearance

 
07:44
Rendering with the Daylight System in mental ray
12

Rendering with the Daylight System in mental ray

 
08:16
Using Portal Lights in 3ds Max
13

Using Portal Lights in 3ds Max

 
11:04
Rendering Subsurface Scattering in 3ds Max
14

Rendering Subsurface Scattering in 3ds Max

 
14:28
Compositing with Render Elements in 3ds Max
15

Compositing with Render Elements in 3ds Max

 
14:46
Saving and re-using Final Gather data
16

Saving and re-using Final Gather data

 
14:40
Reducing Final Gather flickering for animations
17

Reducing Final Gather flickering for animations

 
07:49