Rendering Interiors in XSI

Learn a time-saving workflow to rendering interior sets and production-tested mental ray techniques that can be used for Film, Games, and Architectural Visualizations.Contains 4 hours of project-driven training. Ideal for intermediate artists.

Popular highlights include: Emitting Photons from Light Sources; Fine-tuning Global Illumination Results; Smoothing Global Illumination Results with Final Gather; Using Architectural Materials in XSI; Overriding Photon Properties; Adding Realism with Ambient Occlusion; Utilizing Multi-bounce Final Gather as GI Alternative; Outputting Images to 32-bit .EXR Format; Modifying Geometry for Optimal Global Illumination; Setting up Render Passes in XSI; BSP Memory Optimization Techniques; Using Custom XSI Shaders; Compositing Rendered Passes in External App; Adjusting Exposure Settings;

1. Introduction and project overview

3. Creating the primary light source for a daytime render

5. Creating a photon casting light and adding rough Global Illumination

7. Adding Final Gather to the scene to smooth out the Global Illumination result

9. Modifying the room's geometry in order to get a cleaner Global Illumination result (part 2)

11. Assigning and adjusting the materials for the couch and chair

13. Controlling how lights and photons interact with translucent surfaces

15. Altering the room's geometry to extend the floor into the hallway

17. Fine-tuning the overall lighting in the scene

19. Using directional ambient occlusion to simulate more realistic soft shadows

21. Using an external image editing application to make final adjustments to rendered frames

23. Setting up the lamp as the room's primary light source

2. Identifying key points to be aware of when approaching lighting in Softimage

4. Adding textures to the floor and creating an outside environment

6. Adding glossy reflections to the floor and altering its photon interaction properties

8. Modifying the room's geometry in order to get a cleaner Global Illumination result (part 1)

10. Modifying the room's geometry in order to get a cleaner Global Illumination result (part 3)

12. Creating realistic glass and chrome materials for the coffee table

14. Creating and adjusting the materials for various smaller objects in the living room

16. Using BSP diagnostics to control the scene's render performance

18. Creating an ambient occlusion pass to enhance shadowed detail

20. Using the Render Manager to set up final image output

22. Resetting your Softimage scene in preparation for a nighttime light setup

24. Adding primary and secondary final gather rays to simulate the effects of global illumination

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