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Realistic Architectural Visualization with 3ds Max and mental ray [Mīkstie vāki]

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, (3D Consultant, variety of professional organizations worldwide), (3D Consultant, variety of professional organizations worldwide)
  • Formāts: Paperback / softback, 344 pages, height x width: 246x189 mm, weight: 862 g
  • Izdošanas datums: 30-May-2007
  • Izdevniecība: Focal Press
  • ISBN-10: 0240809122
  • ISBN-13: 9780240809120
Citas grāmatas par šo tēmu:
  • Mīkstie vāki
  • Cena: 49,94 €*
  • * Šī grāmata vairs netiek publicēta. Jums tiks paziņota lietotas grāmatas cena
  • Šī grāmata vairs netiek publicēta. Jums tiks paziņota lietotas grāmatas cena.
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  • Pievienot vēlmju sarakstam
  • Formāts: Paperback / softback, 344 pages, height x width: 246x189 mm, weight: 862 g
  • Izdošanas datums: 30-May-2007
  • Izdevniecība: Focal Press
  • ISBN-10: 0240809122
  • ISBN-13: 9780240809120
Citas grāmatas par šo tēmu:
Bring new realism to your visualizations with a command of the 3ds Max toolset. Three step-by-step tutorials demonstrate exterior and interior, day and night lighting scenes. You learn the nuts and bolts of importing models from CAD programs, lighting, applying mr shaders and materials, and optimizing your renders. Mental ray is made simple with an accessible description of its tools.
Acknowledgments ix
Preface xi
Project Files: Exercise Disk xiii
The Living Room: Introduction
1(120)
Preparing Materials for an Interior Space
3(40)
Introduction
3(1)
Starting the Scene
4(4)
The Arch & Design Material
8(8)
BRDF
13(1)
Advanced Rendering Options
13(3)
Working on the First Material
16(9)
Working on the Sofa Material
25(5)
Working on the Floor Material
30(5)
Working on the Glass Material
35(4)
Working on the Metal Material
39(2)
Conclusion
41(2)
Day Lighting for an Interior Space
43(44)
Introduction
43(1)
Interior Lighting Concepts with mental ray
44(2)
Parameters in Final Gather
46(6)
Basic Group
47(4)
Final Gather Map Group
51(1)
Parameters in Global Illumination
52(3)
Starting the Scene
55(3)
Establishing Basic Lighting Parameters
58(3)
Adding Lights
61(6)
Adding an Omni Light to Simulate Scattered Light
67(6)
Modifying the Spot Light
73(2)
Making Changes to Materials Due to Light Effects
75(1)
Exposure Control
76(2)
Adjusting the Exposure of the Living Room Scene
78(2)
mental ray Parameters for the Final Render
80(3)
Samples per Pixel Group
80(1)
Filter Group
81(2)
Finalizing the Living Room Render
83(2)
Conclusion
85(2)
Artificial Lighting for the Interior Space
87(34)
Introduction
87(1)
Starting the Scene
88(2)
Establishing Basic Lighting Parameters
90(4)
Adding the Artificial Lights
94(6)
Adding More Lights to the Scene
100(6)
Adding a Lume Shader to the Lights
106(8)
Adding Exposure Controls to Improve the Image and Final Render
114(5)
Conclusion
119(2)
The Harbor: Introduction
121(88)
Preparing Materials for an Exterior Scene
123(38)
Introduction
123(1)
Starting the Scene
123(5)
Applying Materials to the Background Buildings
128(6)
Creating a Material for the Wooden Chair
134(7)
Creating a Material for the Pavement
141(4)
Using the Ocean (Lume) Shader for Water
145(4)
Creating the Water Material in the Harbor Scene
149(10)
Conclusion
159(2)
Lighting for an Exterior Scene
161(28)
Introduction
161(1)
Exterior Lighting Concepts with mental ray
162(10)
mr Sun Parameters
164(5)
mr Sky Parameters
169(3)
Starting the Scene
172(2)
Establishing Basic Lighting Parameters
174(9)
Refining the Lighting and Creating a Rendered Image
183(4)
Conclusion
187(2)
Working with the mr Physical Sky Shader
189(20)
Introduction
189(1)
mr Physical Sky and the Sun Disk
190(1)
Moving the Sun to a Desired Location
190(2)
The mr Physical Sky Shader
192(8)
Sun Disk Appearance Group
192(2)
Inherit from mr Sky Group
194(2)
Horizon and Ground Group
196(2)
After Dark Group
198(1)
Non-Physical Tuning Group
198(2)
Aerial Perspective (When Used as Lens/Volume Shader Only) Group
200(1)
Creating Camera Haze
200(2)
Using a Bitmap Background in mr Physical Sky
202(4)
Some Notes About mr Physical Sky
206(2)
Conclusion
208(1)
Conclusion and Further Study
209(2)
Appendix 1 CAD Transfer
211(20)
Introduction
211(1)
Overview
211(2)
Importing 3D Geometry
211(1)
Linking AutoCAD Files
212(1)
Why Transfer Files?
213(1)
An Approach to CAD Transfer
213(1)
A Generalized Approach to Modeling and Rendering with Linked Files
213(1)
Exceptions to the Generalized Approach
214(1)
Process of Linking Files
214(1)
Linking Files from AutoCAD
215(8)
Layers
215(1)
File Link Manager Parameters
216(2)
AutoCAD Layers, 3ds Max Layers and 3ds Max Objects
218(2)
Applying Materials
220(1)
More Complex Material Assignments
220(1)
Mapping
221(1)
Reloading Linked Files
221(2)
Linking Files from Revit
223(6)
Revit Object Database
223(1)
Exporting 3D Model to AutoCAD
224(1)
Linking an AutoCAD File Exported by Revit
225(1)
Reloading a Revit Model Linked through a .dwg File
226(1)
Materials in Revit
226(1)
Accessing Revit Materials in 3ds Max
227(2)
Caution About Using Revit Materials
229(1)
Conclusion
229(2)
Appendix 2 Caustics
231(24)
Introduction
232(1)
Caustics
232(1)
Creating Caustics in a Wine Glass
232(9)
Creating the Lights and the Caustics Effect
241(10)
Final Adjustments to the Image
251(3)
Conclusion
254(1)
Appendix 3 Camera Effects
255(14)
Introduction
255(1)
Flash Effect and Depth of Field
256(1)
Creating the Flash Effect
256(7)
Depth of Field
263(6)
Appendix 4 HDRI
269(20)
Introduction
269(1)
Assigning a HDRI image to a light source
270(7)
Light Point (base) Parameters
277(1)
Adding the HDRI image to the light
277(12)
Appendix 5 Rendering Large Complex Scenes
289(20)
Introduction
289(1)
Render Passes
290(10)
Render Passes Parameters
300(1)
Distributed Bucket Rendering
300(5)
Distributed Bucket Rendering Parameters
301(4)
Network Rendering
305(4)
Appendix 6 Common Errors
309(8)
Introduction
309(1)
The mental ray Message Window
309(1)
Photon Errors
310(5)
Final Gather Errors
315(2)
Appendix 7 The Cover Image
317(6)
Introduction
318(1)
Adjusting Final Gather Settings
318(1)
Image Size
319(1)
Sampling Quality
319(1)
Rendering
319(1)
Lights and Materials
320(1)
Exposure Control
321(2)
Index 323


Roger Cusson is an active educator and consultant working in the professional and academic architectural field. He has authored several titles on Autodesk Viz and 3ds Max, 3ds Max Design, AutoCAD and Revit.

Jamie Cardoso is a senior 3D artist and special effects designer. Currently he is working as a 3D Consultant for a variety of professional organizations worldwide. Find more information at jamiecardoso-mentalray.blogspot.com.