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.
  • Lectures 87
  • Video 17 Hours
  • Skill level all level
  • Languages English
  • Includes Lifetime access
    30 day money back guarantee!
    Available on iOS and Android
    Certificate of Completion

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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.

What are the requirements?

  • Autodesk 3ds Max

What am I going to get from this course?

  • Over 87 lectures and 16.5 hours of content!
  • To learn how lighting works with 3ds Max
  • To learn beginning and advanced lighting techniques

What is the target audience?

  • 3ds Max users
  • Video game artists
  • Scene and set designers
  • Graphic designers

Curriculum

Section 1: Setting Up Mental Ray
03:58

Let's set up mental ray for proper lighting

Section 2: Mental Ray Basics
13:50

How to set up your render frame window

04:14

Some more advanced setup techniques

05:21

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

02:14

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

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

06:03

Let's begin understanding how rendering algorithms work.

13:51

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

04:47

Shadows and displacement can really make your scene pop.

04:03

A nice recap of some illumination basics.

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

Instructor Biography

Stone River eLearning , A top Udemy eLearning provider

We have two websites:

Stone River Academy (Offers 80+ courses with a subscription option)

Stone River eLearning (offers over 400 courses including IT certification courses)

At Stone River eLearning, we're very passionate about teaching everyday people topics that they are interested in. From technology, to business, to education, we have you covered.

We deliver only high quality courses that take you from beginner to expert in a matter of hours on any of the topics we cover.

Instructor Biography

Chad Walker , Polymath

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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