Introduction
- Introduction to mental ray Rendering
|
Structure
.mi Scene File Structure
- Shaders
- Shader Programming Overview
|
Color
- Single Color
- Color from Orientation
- Color from Position
- Transparency
- Color from Image Files (Texture Maps)
- Color of Edges
|
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
|
Shape
- Modifying Surface Geometry
- Modifying Surface Orientation
- Creating Shapes
|
Space
- Global and Object Environment
- Global and Object Volume
|
Image
- Samples, Pixels and Tiles
- Lens Shaders
- Motion and Temporal Samples
- Rendering Image Components
- Output Shaders
|
mental ray Internals
- Render process
- Jobs and execution order
- Parallelism
- The render report
- Memory - Scene Cache
- Placeholders - Object Files and Callbacks
- Approximation
- Texture caching
- Sharing Data
- Using the Rasterizer
- Alternate Pipeline Options
- Labels - Identifying Object Sets
- Leaf instances
- Geometry shader object in scene DAG
|
Illumination Models
- Color and Energy Representation
- Matching Shader Implementations
- Traditional vs. physically correct
- When to use shadow shaders
- GI/FG Parameters per Material **
|
Debugging Techniques and Resources
- Summary of Techniques Used Throughout Exercises
- Online Manual
- State information
mi_ functions and the index
mi_query
- LAmrUG Forum - Advanced Shaders Section
|