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Focal Press Realistic Architectural Visualization with 3ds Max and mental ray Second Edition by Roger Cusson and Jamie Cardoso PDF eBook €10 buy download
Year: 2010
Author: Roger Cusson and Jamie Cardoso
Genre: CG 3D GRAPHICS
Publisher: Focal Press
ISBN: 978-0-240-81229-8
Language: English
Format: PDF
Number of pages: 296
In this book, we have tried to do two things: give you a fundamental understanding of the tools you are using and put you into real-life situations in which you would be required to produce renderings of real-life projects.The approach was to go over tasks that an architectural illustration artist would typically find him- or herself in. The discussions and tutorials are limited to materials and lighting—essentially, what makes up mental ray. We have assumed that you already know how to create architectural models and leave it up to you to determine what software you feel the most comfortable using to create those models.
Preface xi
Acknowledgments xiii
The Authors xv
Section 1 Introduction to mental ray 3
Introduction 3
Chapter 1 Preparing Your Files 5
1.1 Introduction 5
1.2 Preparing the Units in the Scene 5
1.3 System Units Mismatch 6
1.4 Configuring Modifier Sets 6
1.5 mr Proxy Objects 7
Chapter 2 Materials in mental ray 21
2.1 Introduction 21
2.2 ProMaterials and Arch & Design Materials 21
2.3 ProMaterial Ceramic 22
2.4 ProMaterial Concrete 23
2.5 ProMaterial Glazing 24
2.6 ProMaterial Hardwood 25
2.7 ProMaterial Masonry/CMU 26
2.8 ProMaterial Metal 27
2.9 ProMaterial Metallic Paint 28
2.10 ProMaterial Mirror 29
2.11 ProMaterial Plastic/Vinyl 29
2.12 ProMaterial Solid Glass 30
2.13 ProMaterial Stone 31
2.14 ProMaterial Wall Paint 32
2.15 ProMaterial Water 33
2.16 ProMaterial Generic 33
2.17 Arch & Design Material 38
Templates 38
Main Material Parameters 39
BRDF 44
Self Illumination (Glow) 45
Advanced Rendering Options 45
Fast Glossy Interpolation 47
Special-Purpose Maps 47
2.18 Utility Bump Combiner 48
2.19 Ambient/Reflective Occlusion Map 49
2.20 Composite Map 50
Chapter 3 Lighting in mental ray 53
3.1 Introduction 53
3.2 Interior Lighting Concepts with mental ray 53
3.3 Parameters in Final Gather 56
Basic Group 56
3.4 Reuse Final Gather Maps 62
3.5 Parameters in Global Illumination 62
3.6 Hardware Shading 64
3.7 mr Sky Portal 64
3.8 Exterior Lighting Concepts with mental ray 66
3.9 mr Sun Parameters 67
3.10 mr Sky Parameters 69
Chapter 4 Rendering in mental ray 73
4.1 Introduction 73
4.2 Rendering 73
4.3 Rendered Frame Window 74
4.4 Render Setup Dialog 75
4.5 Exposure Control 76
4.6 Network and Distributed Bucket Rendering 79
4.7 Net Render 79
Common Errors 84
4.8 Distributed Bucket Rendering 84
Common Errors 88
4.9 Batch Rendering 88
Section 2 The Living Room 95
Introduction 95
Chapter 5 Preparing Materials for an Interior Space 97
5.1 Introduction 97
5.2 Preparing the Units in the Scene 97
5.3 Examining the Scene 97
5.4 Working on the First Material 99
5.5 Working on the Sofa Material 103
5.6 Working on the Floor Material 106
5.7 Working on the Glass Material 109
5.8 Working on the Metal Material 113
Chapter 6 Artificial Lighting in an Interior Space 117
6.1 Introduction 117
6.2 Preparing the Units in the Scene 117
6.3 Adding Lights to the Night Scene 117
6.4 Using Material Override to Quickly Analyze Lighting 120
6.5 Creating a Glow Material to Illuminate the Scene 123
6.6 Adjusting the Effect of Indirect Illumination on a Material 128
6.7 Creating a Material for the Ceiling Lights 128
6.8 Creating a Final Render of the Scene 129
Section 3 The Photomontage 133
Introduction 133
Chapter 7 Photomontage Materials 135
7.1 Introduction 135
7.2 Units in the Scene 136
7.3 Enhancing the Initial File 136
7.4 The Main Marble Material 136
7.5 Creating a Satined Metal Material for the Window and Door Frames 141
7.6 Creating a Glass Material for Windows and Doors 142
7.7 Creating a Sky Material for Reflective Planes 143
7.8 Creating a Material for the Ceiling Lights in the Office Building 145
7.9 Creating a Metallic Material for the Stone Wall Details 147
Chapter 8 Photomontage Lighting 151
8.1 Introduction 151
8.2 Units in the Scene 151
8.3 Adding a Daylight System 151
8.4 Adding the Viewport Background 152
8.5 Matching the Sun Direction 153
8.6 Matching the Sun’s Intensity 156
8.7 Matching Material Brightness 157
8.8 Creating the FG Map File to Save Render Time 159
8.9 Working on the Stone Material 161
8.10 Changing the Material for the Door and Window Frames 162
8.11 Adjusting the Building Reflection Materials 165
8.12 Adjusting the Reflective Glass 166
8.13 Adjusting the Tree Material 167
8.14 Adjusting the mr Physical Sky 168
8.15 Setting up the Rendering Settings 170
8.16 Beginning the Photoshop Process 172
8.17 Adding Additional Masks for Foreground Elements 175
8.18 Modifying the Image to See the Entire Building 178
Chapter 9 Verified Views 189
9.1 Introduction 189
9.2 Gathering Data for the Views 189
9.3 Working with the Survey Data in 3ds Max Design 191
9.4 Accurate Visual Representations 196
Section 4 The Atrium 199
Introduction 199
Chapter 10 Materials in the Atrium Scene 201
10.1 Introduction 201
10.2 Units in the Scene 201
10.3 Working on the Floor Material 201
10.4 Working on the Marble Material 206
10.5 Working on the Metal Material 208
10.6 Creating the Glass Material 210
10.7 Creating a Glow Material for Light Lenses 211
10.8 Materials and mr Proxy Objects 214
Chapter 11 Lighting the Atrium Scene 217
11.1 Introduction 217
11.2 Units in the Scene 217
11.3 Scene Setup 217
11.4 Creating the Daylight System 218
11.5 Adding Sky Portals to Brighten the Scene 222
11.6 Adding Interior Artificial Lights 225
11.7 Controlling the Brightness of the Image with Exposure Control 230
11.8 Adding Clouds to the Sky Background 231
11.9 Creating a Final Gather Map File 234
11.10 Fine-Tuning Materials 236
11.11 Creating a Final Render 237
Section 5 mr Physical Sky 241
Introduction 241
Chapter 12 Working with the mr Physical Sky Shader 243
12.1 Introduction 243
12.2 Controlling the Daylight System 243
12.3 mr Physical Sky and the Sun Disk 246
Moving the Sun to a Desired Location 246
12.4 The mr Physical Sky Shader 248
Sun Disk Appearance Group 249
Horizon and Ground Group 252
After Dark Group 255
Non-Physical Tuning Group 255
Aerial Perspective (When Used as Lens/Volume Shader Only) Group 258
12.5 Creating Camera Haze 258
12.6 Using a Bitmap Background in mr Physical Sky 260
12.7 Daylight Object and the mr Physical Sky 263
mr Sun Basic Parameters 263
mr Sky Parameters 263
Perez All Weather & CIE 264
CIE 264
Index 265

Download File Size:636.8 MB


Focal Press Realistic Architectural Visualization with 3ds Max and mental ray Second Edition by Roger Cusson and Jamie Cardoso PDF eBook
€10
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