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Global Illumination, Final Gather and Caustics, these are the three individual elements that we commonly use as 3D artists to simulate the effects of bounced and focused light. We will explore each of these in the following sections with theory and practice. Global Illumination The underlying principle of Global Illumination is that light, in the real world, can exhibit the ability to reflect off of any surface. The more luminous the surface (the whiter the surface), the more light will be reflected. Since light is reflected off of all materials along the properties of Diffuse-Gloss-Specularity-Reflectivity, we should assume that when multiple objects of a luminance greater than pure black (everything except for black holes) are present in our scene, that light will reflect back into the shadow areas on nearby objects from that surface. Indirect Illumination With Mental Ray
Resourcen Backround Textures
Documentation Technical Details See the paper, Ptex: Per-Face Texture Mapping for Production Rendering, Brent Burley and Dylan Lacewell, Eurographics Symposium on Rendering 2008. View the slides from the Eurographics presentation as Powerpoint or pdf. Workflow Watch a YouTube video, demonstrating the Ptex painting workflow.
AliasDesign :: Importing Alias files into Maya Workflow