| 1. |
Introduction and project overview  |
1:39 |
| 2. |
Overview of common mental ray material attributes |
6:16 |
| 3. |
Exploring the various light linking modes available to mental ray shaders |
7:11 |
| 4. |
Looking at the specialized features of the Cook-Torrance mental ray shader |
5:33 |
| 5. |
Overview of the shading properties for the mental ray Ward shader |
5:38 |
| 6. |
Using the DGS material to create surfaces that require blurry reflections |
9:12 |
| 7. |
Combining the Glossy Reflection material with other mental ray shaders |
9:36 |
| 8. |
Exploring how the Dielectric Material can be used to simulate physically accurate glass and water |
4:38 |
| 9. |
Setting up Dielectric-to-Dielectric material interactions to simulate a glass full of liquid |
11:43 |
| 10. |
Using mental ray’s Car Paint shader to render realistic automobiles |
13:25 |
| 11. |
Looking at how mental ray can simulate the effects of light as it passes through skin |
14:22 |
| 12. |
Using the Sample Compositing nodes to expand the functionality of mental ray’s existing materials |
7:30 |
| 13. |
Connecting 2D file textures into your mental ray shading networks |
14:07 |
| 14. |
Customizing mental ray’s procedural textures and applying them to your objects |
13:22 |
| 15. |
Setting up a mental ray shading network that is able to evaluate bump maps |
10:54 |
| 16. |
Using the mental ray bump_map2 node as a simpler alternative to complex bump networks |
5:40 |
| 17. |
Assigning 2D textures to various parts of the conference room geometry |
9:13 |
| 18. |
Creating a procedural shading network to add the stitch pattern in the chairs |
8:51 |
| 19. |
Exporting multi-node shading networks as a single Phenomena node |
11:18 |
| 20. |
Loading a mental ray Phenomena into Maya as a custom shader (requires Maya 8.5 and higher) |
8:09 |
| 21. |
Exploring how Ambient Occlusion can be used to add soft indirect shadows to your renders |
11:23 |
| 22. |
Using Reflective Ambient Occlusion to get different types of indirect shadows |
5:11 |
| 23. |
Using Environment Ambient Occlusion to add color into your Ambient Occlusion render |
3:45 |
| 24. |
Overview of some of the common mental ray light shaders that can be applied to your Maya lights |
7:44 |
| 25. |
Using the Photometric light shader to import real-world light data from various lighting manufacturers |
3:52 |
| 26. |
Exploring the Blackbody and CIE_D light shaders, which emit light color based on temperature |
4:56 |
| 27. |
Setting up a depth-of-field lens shader to your camera to add depth to your renders |
4:54 |
| 28. |
Creating caustic light patterns using mental ray’s photonic materials |
9:45 |
| 29. |
Overview of mental ray’s new architectural material that has the capability to simulate many different material types (requires Maya 8.5 and higher) |
7:29 |
| 30. |
Looking at mental ray’s Round Corners material, which can bevel an objects edges at render time (requires Maya 8.5 and higher) |
5:16 |
| 31. |
Using the new Physical Sky shader to create very realistic outdoor renders (requires Maya 8.5 and higher) |
6:21 |
| |
Total Run Time: |
4:08:53 |