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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.
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|Section 1: Setting Up Mental Ray|
Let's set up mental ray for proper lighting
|Section 2: Mental Ray Basics|
How to set up your render frame window
Some more advanced setup techniques
Understanding your rendering options are very important. We'll show you how to increase speeds later in the course.
Sampling quality has everything to do with how good your scene will look in the end.
Let's begin understanding how rendering algorithms work.
Let's learn about some of the great camera effects you can use.
Shadows and displacement can really make your scene pop.
A nice recap of some illumination basics.
|Section 3: Environments and Lighting|
How Lighting WorksPreview
Adding Lights to An Environment
Intensity, Color and Attenuation
Reviewing Additional Lighting Options
|Section 4: Photometric Lighting|
Intensity, Color and Attenuation
Shape, Area and Shadows
Mental Ray Lights
|Section 5: Global Illumination|
Improving Render Speed
|Section 6: Lighting with Global Illumination|
Adjusting Lighting Parameters
GI Wrap Up
|Section 7: Final Gathering|
Reuse FG (Disc Cashing)
Combining FG and GI
Completing Our Scene
|Section 8: Caustics|
|Section 9: The Daylight System|
Basic Sun Parameters
|Section 10: Create an Interior Environment Scene From Scratch|
Completing Our Whitebox
|Section 11: Unwrapping Our Scene|
Room Part 1
Room Part 2
Assets Part 1
Assets Part 2
Assets Part 3
|Section 12: Texturing Our Scene|
Plant Part 1
Plant Part 2
|Section 13: Completing Our Scene|
Mental Ray Setup
Finalizing Our ScenePreview
|Section 14: Conclusion|
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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. :)
Hours of video content