Scene Lighting Using Mental Ray (3ds Max)

Using Mental Ray in 3ds Max, you'll learn how to create stunning scenes by lighting them correctly.
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  • Chad Walker is a computer game artist, comic book illustrator, author and instructor. He has worked for Ensemble Studios, where he help design and create the award-winning “Game of the Year” Age of Kings for Microsoft, the Age of Conquerors x-pack and Age of Mythology. After that Chad produced the artwork of two Strategy guides for Age of Kings and Age of Conquerors. Chad left Ensemble Studios in 2000, to pursue work in the comic book industry, which lead him to Rob Liefeld founder of Image comics and Awesome Entertainment. Chad illustrated the artwork on Prophet, Youngblood Genesis and Youngblood Imperial, for Awesome Entertainment. Additional comic books include Childhood and Shadow Warriors. He is also the Co-Author of Game Modeling using Low Polygon Techniques, published by Charles River Media. The book has been selling strong for the past five years and translated in to Korean. Also, Co-Authored 'Making a Game Demo' for Wordware in 2005, which is being use at the Guildhalls game program. Chad has also written articles for Gamasutra, an online computer-gaming magazine. Chad went back to the world of computer gaming and contributed in creating the concept art, 3D modeling, texturing and animation for Battle Cruisers 3000 A.D., Blood Rayne I, Blood Rayne II, Blowout and Remission. During that time he developed a 12-month college course covering the basics of drawing for Education To Go, which is an online college course provider through Cengage Learning. The course was released in December of 2002 and has already provided over 4,000 students from 1,600 universities in the U.S. and around the world the opportunity to become skilled at Fine Art. Chad assisted in the development of the SMU Game Development Art course at the Guildhall, which is where he currently resides in work. In addition to Art and teaching, Chad is also a very competent C++ and MaxScript Programmer. :)

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Scene Lighting Using Mental Ray (3ds Max)

Using Mental Ray in 3ds Max, you'll learn how to create stunning scenes by lighting them correctly.
0 reviews

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COURSE DESCRIPTION

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Are you a 3ds Max user looking to improve job skills or expand your skills into different areas? Learning how lighting works in 3ds Max can help you step to the next level in your 3D designs.

This course starts by walking you through the beginning stages of setting up Mental Ray for 3ds Max, then moves on to basic and intermediate lighting topics such as lighting and camera effects. You'll then move on to more complex scenes and more complex lighting situations to create digital artistry that stands out from the rest.

The source files are included in this course so you can learn right along with each lesson.

    • Autodesk 3ds Max
    • Over 87 lectures and 16.5 hours of content!
    • To learn how lighting works with 3ds Max
    • To learn beginning and advanced lighting techniques
    • 3ds Max users
    • Video game artists
    • Scene and set designers
    • Graphic designers

THE UDEMY GUARANTEE

30 day money back guarantee
Lifetime access
Available on Desktop, iOs and Android
Certificate of completion

CURRICULUM

  • SECTION 1:
    Setting Up Mental Ray
  • 1
    Setting Up Mental Ray
    03:58

    Let's set up mental ray for proper lighting

  • SECTION 2:
    Mental Ray Basics
  • 2
    Render Frame Window
    13:50

    How to set up your render frame window

  • 3
    Render Frame Window Part 2
    04:14

    Some more advanced setup techniques

  • 4
    Render Options
    05:21

    Understanding your rendering options are very important. We'll show you how to increase speeds later in the course.

  • 5
    Sampling Quality
    02:14

    Sampling quality has everything to do with how good your scene will look in the end.

  • 6
    Sampling Quality Part 2
    12:56
        • Sampling quality has everything to do with how good your scene will look in the end.

  • 7
    Rendering Algorithms
    06:03

    Let's begin understanding how rendering algorithms work.

  • 8
    Camera Effects
    13:51

    Let's learn about some of the great camera effects you can use.

  • 9
    Shadows and Displacement
    04:47

    Shadows and displacement can really make your scene pop.

  • 10
    Illumination Basics
    04:03

    A nice recap of some illumination basics.

  • SECTION 3:
    Environments and Lighting
  • 11
    How Lighting Works
    06:25
  • 12
    Adding Lights to An Environment
    11:05
  • 13
    Intensity, Color and Attenuation
    06:40
  • 14
    Spotlight Parameters
    04:16
  • 15
    Advanced Effects
    05:06
  • 16
    Shadow Parameters
    03:52
  • 17
    Shadow Types
    11:12
  • 18
    Atmosphere Effects
    02:47
  • 19
    Indirect Illumination
    01:20
  • 20
    Reviewing Additional Lighting Options
    09:37
  • SECTION 4:
    Photometric Lighting
  • 21
    Introduction
    06:18
  • 22
    General Parameters
    04:40
  • 23
    Intensity, Color and Attenuation
    05:13
  • 24
    Shape, Area and Shadows
    05:43
  • 25
    Mental Ray Lights
    15:35
  • SECTION 5:
    Global Illumination
  • 26
    Introduction
    10:38
  • 27
    GI Properties
    16:31
  • 28
    GI Settings
    06:57
  • 29
    Improving Render Speed
    09:47
  • SECTION 6:
    Lighting with Global Illumination
  • 30
    Lighting Setup
    04:20
  • 31
    Creating Lights
    09:54
  • 32
    Adjusting Lighting Parameters
    11:31
  • 33
    Exposure Controls
    12:06
  • 34
    Softening Shadows
    03:58
  • 35
    Energy
    05:25
  • 36
    GI Wrap Up
    10:17
  • SECTION 7:
    Final Gathering
  • 37
    Introduction
    08:30
  • 38
    Parameters
    15:27
  • 39
    Advanced FG
    05:38
  • 40
    Interpolation
    03:38
  • 41
    Reuse FG (Disc Cashing)
    10:19
  • 42
    Combining FG and GI
    03:59
  • 43
    Completing Our Scene
    10:54
  • SECTION 8:
    Caustics
  • 44
    Setup
    12:18
  • 45
    Settings
    13:29
  • SECTION 9:
    The Daylight System
  • 46
    Setup
    12:31
  • 47
    Basic Sun Parameters
    04:49
  • 48
    Sun Photons
    01:10
  • 49
    Sky Parameters
    03:31
  • 50
    Advanced Parameters
    06:40
  • 51
    Sky Material
    07:20
  • SECTION 10:
    Create an Interior Environment Scene From Scratch
  • 52
    Introduction
    01:27
  • 53
    Whitebox
    32:29
  • 54
    Completing Our Whitebox
    11:15
  • 55
    Couch
    37:22
  • 56
    Couch Pillows
    18:08
  • 57
    Table
    31:06
  • 58
    Picture Frame
    10:41
  • 59
    Chair
    45:18
  • 60
    Bar
    10:44
  • 61
    Lights
    33:28
  • 62
    Blinds
    20:17
  • 63
    Plants
    12:07
  • SECTION 11:
    Unwrapping Our Scene
  • 64
    Room Part 1
    17:04
  • 65
    Room Part 2
    06:25
  • 66
    Assets Part 1
    23:43
  • 67
    Assets Part 2
    11:13
  • 68
    Assets Part 3
    49:35
  • 69
    Room
    17:25
  • SECTION 12:
    Texturing Our Scene
  • 70
    Setup
    27:47
  • 71
    Basic Textures
    18:20
  • 72
    Floor
    03:58
  • 73
    Ceiling
    05:19
  • 74
    Fireplace
    12:43
  • 75
    Wood Rug
    13:08
  • 76
    Pots
    08:15
  • 77
    Couch
    16:38
  • 78
    Pictures
    05:15
  • 79
    Lights
    07:46
  • 80
    Chair
    05:26
  • 81
    Plant Part 1
    25:53
  • 82
    Plant Part 2
    11:34
  • SECTION 13:
    Completing Our Scene
  • 83
    Mental Ray Setup
    05:16
  • 84
    Lights
    13:42
  • 85
    Global Illumination
    08:56
  • 86
    Finalizing Our Scene
    07:29
  • SECTION 14:
    Conclusion
  • 87
    Conclusion
    00:24

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