E-Book, Englisch, Band 1, 515 Seiten, eBook
Reihe: mental ray® Handbooks
Driemeyer Rendering with mental ray®
Erscheinungsjahr 2013
ISBN: 978-3-7091-3697-3
Verlag: Springer Wien
Format: PDF
Kopierschutz: 1 - PDF Watermark
E-Book, Englisch, Band 1, 515 Seiten, eBook
Reihe: mental ray® Handbooks
ISBN: 978-3-7091-3697-3
Verlag: Springer Wien
Format: PDF
Kopierschutz: 1 - PDF Watermark
mental ray is the leading rendering engine for generating photorealistic images, built into many 3D graphics applications. This book, written by the mental ray software project leader, gives a general introduction into rendering with mental ray, as well as step-by-step recipes for creating advanced effects, and tips and tricks for professional users. A comprehensive definition of mental ray’s scene description language and the standard shader libraries are included and used as the basis for all examples.
Zielgruppe
Professional/practitioner
Autoren/Hrsg.
Weitere Infos & Material
1 Overview.- 2 Scene Construction.- 3 Cameras.- 4 Surface Shading.- 5 Light and Shadow.- 6 Volume Rendering.- 7 Caustics and Global Illumination.- 8 Motion Blur.- 9 Contours.- 10 Shaders and Phenomena.- 11 Postprocessing and Image Output.- 12 Geometric Objects.- 13 Instancing and Grouping.- 14 Inheritance.- 15 Incremental Changes and Animations.- 16 Using and Creating Shader Libraries.- 17 Parallelism.- 18 The Options Block.- 19 Quality and Performance Tuning.- 20 Troubleshooting.- Color Plates.- A Command Line Options.- A.1 mental ray.- A.2 Inventor mental ray.- A.3 Environment Variables.- A.4 Image Display: imf_disp.- A.5 Image Copy: imf_copy.- A.6 Image Information: imf_info.- A.7 Image Comparison: imf_diff.- A.8 Create Shader Skeletons: mkmishader.- A.9 Convert Scenes to C: mitoapi.- B The Sphere and Utah Teapot Models.- B.1 NURBS Sphere.- B.2 Utah Teapot.- C Base Shaders.- C.1 Overview.- C.2 Texture Space Mapping.- C.3 Environments.- C.4 Textures.- C.5 Sample Compositing.- C.6 Illumination.- C.7 Data Conversion.- C.8 Geometry.- C.9 Photon.- C.10 Light.- C.11 Shadow.- D Physics Shaders.- D.1 Lens Shader: physical_lens_dof.- D.2 Light Shader: physical_light.- D.3 Materials.- D.4 Photon Tracing.- D.5 Participating Media.- D.6 Photon Tracing in Participating Media.- E Contour Shaders.- E.1 Contour Store Shaders.- E.2 Contour Contrast Shaders.- E.3 Material Contour Shaders.- E.4 Contour Output Shaders.