Author: eddy on 1-01-2015, 12:43

The Gnomon Workshop Ambient Occlusion in Maya & mental ray Lighting and Rendering Series Vol. 5



The Gnomon Workshop Ambient Occlusion in Maya & mental ray Lighting and Rendering Series Vol. 5 | 1.4GB

Product Code: FDU05
Duration: 225 minutes
Formats: Digital Download, subscription
Digital Download Requirements:

Minimum Operating System:
Microsoft Windows Vista
Microsoft Windows XP Professional
Microsoft Windows 2000 Professional
Apple Mac OS X 10.2
Software:
QuickTime Movie Player (Version 7.0 or higher)
Acrobat Reader (Version 5.0 or higher)

In this lecture, Frederic Durand demonstrates a variety of techniques for indirect and direct lighting using Ambient Occlusion within Maya and mental ray. In its most basic use, Ambient Occlusion allows artists to simulate contact shadows in an image. Frederic begins with an introduction to Ambient Occlusion theory and quickly moves into how to control the look and feel of Ambient Occlusion lighting. The technical and artistic challenges of lighting using Ambient Occlusion are covered in great detail. Production techniques for using the built-in AO Shader, MIB_FG OCCLUSION, MIB_AMB_OCCLUSION, MIB_FAST_OCCLUSION and MIB_BENT_NORMAL_ENV are leveraged to create professional quality renders. Advanced concepts like environment lighting, refraction and transparency are covered to ensure clean, accurate and aesthetically pleasing results from complex situations. Compositing is addressed as an integral part of any lighting workflow as it helps to work more efficiently while rendering in passes is critical to any successful lighting strategy. For those interested in mastering mental ray, this title offers invaluable techniques from an experienced industry artist.

Chapters
Introduction
Intro to AO
The AO family
AO as a shader
AO as an Ambient Light
AO as a pass
Mia_material Built-in AO
mib_fg: Basics
mib_fg: Opacity
AO Refraction problems
AO Lighting Linking
Directional AO part 1
Directional AO part 2
Shadows and AO Layers
Environments and Final Gather
Light emission
The new env light
Rendering Indirect light
Comping in NUKE
Comping in Photoshop
AO Conclusion
Making of the Cover Image


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