Dixxl Tuxxs – mental ray Workflows in Maya: Final Gather

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Dixxl Tuxxs - mental ray Workflows in Maya: Final Gather

Dixxl Tuxxs – mental ray Workflows in Maya: Final Gather

360MB | 1h 47m | Video: AVC (.mp4) 1280×720 15fps | Audio: AAC 32KHz 2chGenre: eLearning | Level: Intermediate | Language: English

The difference in a good render and a great one often can be tied directly to the indirect lighting you’ve applied to your scene. Final Gather is one method for creating indirect lighting when rendering with mental ray in Maya that can produce some highly realistic results.


This Maya tutorial will start out by breaking down Final Gather so you know exactly how it is working behind the scenes. From here we’ll dive in deeper and begin to learn how we can start tailoring Final Gather to provide the best possible indirect illumination for our scene in an efficient manner. We’ll cover things like how to adjust the density and distribution of Final Gather points as well as the rays they emit. Next we’ll learn how to save and reuse Final Gather point data from once render to the next. This course will even cover how to make sure that your Final Gather results are able to penetrate transparent surfaces. After completing this Maya training, you’ll have an excellent grasp on Final Gather so you can start using it more efficiently to create truly beautiful indirect lighting results in your own renders.

Dixxl Tuxxs - mental ray Workflows in Maya: Final Gather

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http://uploaded.net/file/bospnif7/DtmrWorkflowsMaFinalGather.part3.rar
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http://rg.to/file/dd04b6b54c4239a2226ff09769471494/DtmrWorkflowsMaFinalGather.part3.rar.html
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  1. maya的mental ray工作流——最总聚集 一个渲染的好坏很可能和你使用间接照明与否有很大关系。最终聚集就是一种营造逼真渲染时候常用的间接照明方法。 在这个maya教程中,我们详解了最终聚集,所以你讲知道他是如何在幕后工作的,然后我们会更深入的学习为我们的场景设置间接照明最有效的方式,我们将讨论如何调整最终聚集以及他们发出钢线的密度和分布。 接下来我们还将学习如何保存和调用最终聚集的数据。 本课程甚至还会讨论如何正确的让最终聚集正确的穿透透明的表面。完成这个教程之后,你的渲染水平将会大大提升。
    vb12(特殊组-翻译)11年前 (2014-12-06)