Mental ray for Maya, 3ds max, and XSI [[electronic resource] ] : a 3d artist's guide to rendering / / Boaz Livny |
Autore | Livny Boaz |
Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley, c2008 |
Descrizione fisica | 1 online resource (849 p.) |
Disciplina |
005.3
620/.00420285536 |
Soggetto topico |
Computer animation
Computer graphics Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-281-22233-X
9786611222338 0-470-26297-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
mental ray for Maya 3ds Max and XSI; Dedication; Acknowledgements; About the Author; Contents at a Glance; Contents; 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 Outputmental 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 Blurmental 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 ShadersHost 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 ScatteringAppendix: About the Companion CD; What You'll Find on the CD; Customer Care; Index; mental ray Color Gallery; mental ray Shaders and Shader Trees (excerpt); The Architectural (mia) Material; Surface Approximation Methods; mental ray Approximations; Approximation Techniques and Styles; Polygon and Subdivision Surfaces; Host Application Approximation Settings |
Record Nr. | UNINA-9910450669303321 |
Livny Boaz | ||
Indianapolis, Ind., : John Wiley, c2008 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Mental ray for Maya, 3ds max, and XSI [[electronic resource] ] : a 3d artist's guide to rendering / / Boaz Livny |
Autore | Livny Boaz |
Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley, c2008 |
Descrizione fisica | 1 online resource (849 p.) |
Disciplina |
005.3
620/.00420285536 |
Soggetto topico |
Computer animation
Computer graphics Three-dimensional display systems |
ISBN |
1-281-22233-X
9786611222338 0-470-26297-4 |
Classificazione | ST 320 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
mental ray for Maya 3ds Max and XSI; Dedication; Acknowledgements; About the Author; Contents at a Glance; Contents; 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 Outputmental 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 Blurmental 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 ShadersHost 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 ScatteringAppendix: About the Companion CD; What You'll Find on the CD; Customer Care; Index; mental ray Color Gallery; mental ray Shaders and Shader Trees (excerpt); The Architectural (mia) Material; Surface Approximation Methods; mental ray Approximations; Approximation Techniques and Styles; Polygon and Subdivision Surfaces; Host Application Approximation Settings |
Record Nr. | UNINA-9910777055203321 |
Livny Boaz | ||
Indianapolis, Ind., : John Wiley, c2008 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|