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Mental ray和3ds Max渲染技术 Rendering with mental ray 3ds Max PDF

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发表于 2021-7-27 23:17:01 | 显示全部楼层 |阅读模式

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资源信息:



中文名


: Mental ray和3ds Max渲染技术


英文名


: Rendering with mental ray & 3ds Max


版本


: PDF


发行日期


: 2007年03月20日


地区


: 美国


对白语言


: 英语


概述


:



书名: Rendering with mental ray & 3ds Max 作者: Joep van der Steen (Author) 页数: 256 pages 出版: Focal Press; 1 edition (March 20, 2007) 语言: English ISBN-10: 0240808932 ISBN-13: 978-0240808932 Rendering with mental ray & 3ds Max ——《mental ray 和 3ds Max 渲染技术 》,电子书。3ds Max项目渲染可以实现极震撼地视觉效果,而mental ray 就是实现这一效果最好的,最强大的引擎工具.教程教你如何使用间接光或特殊效果来渲染场景. 此书不仅阐述了如何使用mental ray进行渲染,创建高级特效的操作过程,以及大量的专业级技巧,而且综合地介绍了mental ray 软件的场景描述语言和标准着色库,它们是书中所有实例的基础。 渲染是一种被用于产生3D动画、游戏以及CAD的真实感图像的关键软件技术。随着对3D计算机图形图像应用需求的飞速增长,对于在该领域的专业人才和高级培训的需求也相应增长迅速。 mental ray®一直被世界上从事设计和动画制作的专业人员视为首选的高端3D渲染软件。这个曾经荣获“学院奖”的软件,作为一个高端的渲染插件,被嵌入到许多先进的数字内容创作的软件包中(如:Autodesk Maya®, Autodesk 3ds Max® and Softimage® | XSI®)以及各种CAD的软件产品中。超过150部的电影在制作过程中使用了mental ray,而且世界上许多著名的电影工作室围绕着mental ray构建了他们的制作系统。


Review


Put yourself on a path to productivity with Joeps deliberate approach to a logical workflow. Enjoy the exercises and the satisfaction you get from producing cost effective renderings and a foundation of knowledge that you can apply to your work. Ted Boardman, Author and Instructor A solid foundation with thorough explanations, practical examples, and lots of pictures. Each chapter provides a clear set of objectives and insightful production tips. Steven D. Papke,President, Vizdepot.com


Book Description


Realize your vision with stunning renders of your 3ds Max projects that can only be achieved with a powerful engine like mental ray. Beginning with a concise review of the essential concepts, you proceed to step-by-step tutorials that teach you how to render scenes with indirect light or with specific effects, such as depth of field and motion blur. Contour line shading and various other mental ray features are presented in detail, then you learn how to use the different light types of 3ds Max inside mental ray and how to use mental rays own specific area lights and its new daylight system. Finally, the book reviews mental rayspecific materials and what effects can be obtained by using most of the specific mental ray shaders. Contents Acknowledgements ix Chapter 1 Getting Started with mental ray in 3ds Max 3 1.1 Introduction 3 1.2 Important Information before We Get Started 4 1.2.1 Software Driver 4 1.2.2 Units 5 1.3 Concepts 6 1.3.1 Shaders 6 1.3.2 Global Illumination 7 1.3.2.1 Direct Light 8 1.3.2.2 Shadows 8 1.3.2.3 Bounced Light 9 1.3.2.4 Environment Light 10 1.3.2.5 Materials 10 1.3.2.6 Caustics 10 1.3.2.7 Volumetric Effect 11 1.3.3 Final Gather 12 1.3.4 Photons 12 1.3.5 Ambient Occlusion 13 Chapter 2 Rendering with mental ray inside 3ds Max 17 2.1 Switching on mental ray 17 2.2 mental ray and Indirect Illumination 21 2.2.1 Introduction 21 2.2.2 Indirect Illumination 22 2.2.2.1 Final Gather (Exterior) 22 2.2.2.2 Final Gather (Interior) 27 2.2.2.3 Caustics 36 2.2.2.4 Global Illumination 41 2.2.2.5 Global Illumination and Final Gather Combination 47 2.3 mental ray and Hidden Lines Contour Rendering 49 2.3.1 Introduction 49 2.3.1.1 Setting Up mental ray for Contour Line Rendering 50 2.3.2 Contour Component Shaders 52 2.3.2.1 Introduction 52 2.3.2.2 Contour Contrast Component 53 2.3.2.3 Contour Store Component 56 2.3.2.4 Contour Output Component 56 v Contents 2.3.2.5 Contour Composite Shader 56 2.3.2.6 Contour Only Shader 57 2.3.2.7 Contour PS (PostScript) Shader 59 2.3.3 Contour Line Shaders 60 2.3.3.1 Simple Contour Shader 60 2.3.3.2 Width from Color Contour Shader 61 2.3.3.3 Width from Light Shader 62 2.3.3.4 Width from Light Dir Shader 63 2.3.3.5 Curvature Contour Shader 64 2.3.3.6 Depth Fade Contour Shader 65 2.3.3.7 Factor Color Contour Shader 66 2.3.3.8 Layer Thinner Shader 67 2.3.3.9 Combi Contour Shader 69 2.4 mental ray and Camera Shaders 69 2.4.1 Introduction 69 2.4.2 Camera Lens Shaders 69 2.4.2.1 Distortion Shader 70 2.4.2.2 Night Shader 71 2.4.2.3 WrapAround Shader 74 2.4.3 Camera Output Shaders 75 2.4.4 Camera Volume Shaders 75 2.4.4.1 Beam Shader 75 2.4.4.2 Mist Shader 77 2.4.4.3 Parti Volume Shader 79 2.5 mental ray and Displacement 83 2.5.1 Introduction 83 2.5.2 Displacement without Special Shaders 84 2.5.3 Displacement Based on the 3D Displacement Shader86 2.5.4 Displacement Based on the Height Map Displacement Shader 90 2.6 mental ray and Motion Blur 92 2.7 mental ray and Depth of Field 96 Chapter 3 mental ray and Lights 101 3.1 Introduction 101 3.2 Standard Lights 101 3.2.1 Omni and Spots 101 3.2.2 Skylight 104 3.2.3 mental ray Area Lights (mr Omni and mr Spot) 105 3.3 Photometric Lights 109 3.3.1 Photometric Lights 109 3.3.2 IES Sun and IES Sky 110 3.3.3 Daylight System (IES Sun and IES Sky) 113 3.3.4 Daylight System (mr Sun and mr Sky) 115 vi Contents 3.4 mental ray–Specific Light Rollouts and Shaders 127 3.4.1 mental ray Indirect Illumination Rollout 127 3.4.2 mental ray Light Shader Rollout 128 3.4.2.1 Ambient/Reflective Occlusion Shader 128 3.4.2.2 Light Infinite Shader 132 3.4.2.3 Light Point Shader 133 3.4.2.4 Light Spot Shader 135 Chapter 4 mental ray and Materials 139 4.1 Introduction 139 4.2 Arch & Design Material 140 4.2.1 Introduction140 4.2.2 User Interface 145 4.3 Car Paint 160 4.4 mental ray Material 167 4.5 DGS Material 171 4.6 Glass Material 173 4.7 SSS Materials 176 4.7.1 SSS Fast Material 176 4.7.2 SSS Fast Skin Material 180 4.7.3 SSS Fast Skin Material plus Displacement 186 4.7.4 SSS Physical Material 187 Chapter 5 mental ray and Shaders 191 5.1 Introduction 191 5.2 Material-Related Shaders 192 5.2.1 DGS Material Shader 192 5.2.2 Dielectric Material Shader 193 5.2.3 Metal Shader 195 5.2.4 Car Paint Shader 198 5.2.5 SSS Physical Shader 198 5.2.6 Glass Shader201 5.2.7 Landscape Shader 207 5.2.8 Ambient/Reflective Occlusion Shader 211 5.2.9 Parti Volume and Parti Volume Photon Shaders 213 5.2.10 Translucency Shader 215 5.2.11 Bump Shader 217 5.2.12 Environment Shader 219 5.2.13 Glow Shader 220 5.2.14 Material to Shader 223 5.2.15 Shader List Shader 225 5.2.16 Transmat Shaders 227 5.2.17 Photon Basic Shader 228 vii Contents 5.3 Water-Related Shaders 230 5.3.1 Water Surface Shader 230 5.3.2 Water Surface Shadow Shader 232 5.3.3 Submerge Shader 232 5.3.4 Wet–Dry Mixer Shader 233 5.3.5 Ocean Shader 234 Index 239 viii


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