Los Angeles mental ray® User Group
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Training Class Outline

301: Shader Network Design: Phenomena

Introduction
  • Introduction to Shader Network Design using Phenomena
Structure
  • .mi Scene Files
  • Shaders
  • Phenomena
Color
  • Color shaders
  • Color Phenomena
Light and shadow
  • Point lights, spot lights and shadows
  • Light on Surface - direct illumination with Lambert, Phong, etc.
  • Combining diffuse and specular components
  • Reflection/refraction
  • Combining reflection and refraction in Phenomena
  • Light from other surfaces - indirect illumination
  • Combining direct and indirect illumination in Phenomena
  • Ambient occlusion
  • Combining finalgathering and ambient occlusion in Phenomena
Shape
  • Displacements, bump and normal mapping
  • Integrating bump maps into a shader network
  • Supporting level of detail using Phenomena with shader lists
  • Geometry shaders
  • Using geometry shaders in Phenomena
Space
  • Environment shaders
  • Using Phenomena for asset management
  • Using separate reflection and finalgather environment maps
  • Volume shaders
  • Adding noise to volume density
Image
  • Lens shaders
  • Multipass shader networks
  • Output shaders
Encapsulating Phenomena
  • Using mia_material


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