Maya、 3ds MAX:3D绘图指南mental ray for Maya, 3ds Max, and XSI : A 3D Artist's Guide to Rendering
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分类: 图书,进口原版书,计算机 Computers & Internet ,
作者: Boaz Livny 著
出 版 社:
出版时间: 2007-12-1字数:版次: 1页数: 740印刷时间: 2007/12/01开本: 16开印次: 1纸张: 胶版纸I S B N : 9780470008546包装: 平装编辑推荐
作者简介:Boaz Livny teaches mental ray and advanced Maya courses at New York's prestigious Center for Advanced Digital Applications and heads the Advanced Maya training at the New York Film Academy. He is also owner of Vision Animation Studios, providing film, TV, and media services for clients such as Nicktoons, AOL, The Wilderness, Cinema Factory, and more.
内容简介
Turn 3D models into film-worthy digital animations by mastering mental ray rendering once and for all. This must-have guide is the only book on the market to focus exclusively on mental ray in Maya, 3ds Max, and XSI, and it's packed with techniques and insights you can't get anywhere else. Best of all, the book's advanced rendering concepts apply to other rendering software as well, including V-Ray, Brazil, Maxwell and RenderMan. Discover advanced lighting, camera, and workflow techniques that usually take professionals years to figure out. =
目录
Introduction
Chapter 1: Introduction to mental ray
What Is mental ray?
Why Use mental ray?
The Structure of mental ray
mental ray Integration
Command-Line Rendering and the Stand-Alone Renderer
mental ray Shaders and Shader Libraries
Indirect Illumination
Chapter 2: Rendering Algorithms
Introduction to Synthetic Lighting
Rendering under the Hood
mental ray Rendering Algorithms
Scanline Rendering in Depth
Raytrace Rendering in Depth
Hardware Rendering
Chapter 3: mental ray Output
mental ray Data Types
The Frame Buffer
Frame Buffer Options
mental ray Cameras
Output Statements
Chapter 4: Camera Fundamentals
Camera Basics and Aspect Ratios
Camera Lenses
Host Application Settings
Chapter 5: Quality Control
Sampling and Filtering in Host Applications
Raytrace Acceleration
Diagnostic and BSP Fine-Tuning
Chapter 6: Lights and Soft Shadows
mental ray Lights
Area Lights
Host Application Settings
Light Profiles
Chapter 7: Shadow Algorithms
Shadow Algorithms
Raytrace Shadows
Depth-Based Shadows
Stand-Alone and Host Settings
Chapter 8: Motion Blur
mental ray Motion Blur
Motion-Blur Options
Motion-Blur Render Algorithms
Host Settings
Chapter 9: The Fundamentals of Light and Shading Models
The Fundamentals of Light
Light Transport and Shading Models
mental ray Shaders
Chapter 10: mental ray Shaders and Shader Trees
Installing Custom Shaders
DGS and Dielectric Shading Models
Glossy Reflection and Refraction Shaders
Brushed Metals with the Glossy and Anisotropic Shaders
The Architectural (mia) Material
Chapter 11: mental ray Textures and Projections
Texture Space and Projections
mental ray Bump Mapping
mental ray Projection and Remapping Shaders
Host Application Settings
Memory Mapping, Pyramid Images, and Image Filtering
Chapter 12: Indirect Illumination
mental ray Indirect Illumination
Photon Shaders and Photon-Casting Lights
Indirect Illumination Options and Fine-Tuning
Participating Media (PM) Effects
Chapter 13: Final Gather and Ambient Occlusion
Final Gather Fundamentals
Final Gather Options and Techniques
Advanced Final Gather Techniques
Ambient Occlusion
Chapter 14: Subsurface Scattering
Advanced Shading Models
Nonphysical Subsurface Scattering
An Advanced Shader Tree
Physical Subsurface Scattering
Appendix: About the Companion CD
Index
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