Introduction
- Introduction to mental ray Rendering
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Structure
.mi Scene Files
- Shaders and mental ray framework
- 3D application integration
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Color
- Single Color
- Color from Orientation
- Color from Position
- Transparency
- Color from Image Files (Texture Maps
- Color of Edges
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Light
- Point Lights, Spot Lights and Shadows
- Light on Surface - Direct Illumination with Lambert, Phong, etc.
- Reflection
- Refraction
- Light from Other Surfaces - Indirect Illumination
- Ambient Occlusion
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Shape
- Modifying Surface Geometry
- Modifying Surface Orientation
- Creating Shapes
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Space
- Global and Object Environment
- Global and Object Volume
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Image
- Samples, Pixels and Tiles
- Motion and Temporal Samples
- Lens Shaders
- Rendering Image Components
- Output Shaders
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