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RenderMan® for Maya 2.0: Digital Tutors

by Artvisualizer Press Media Saturday, May 02, 2009

Editions Available: DVD

Regular Price: US$45.99
CGS Member: $43.69 Add to cart



Give your work a visual edge. Learn production tested techniques and begin creating cinematic-quality imagery using Pixar's award-winning technology. Contains nearly 6 hours of project-based training.

Perfect for new and intermediate artists.



Includes a RenderMan for Maya 2.0 Eval!

Popular highlights include:

* Rendering Displacements
* Lights and Shadows
* Reflections and Refractions
* Motion Samples
* Bokeh
* Caustics
* Point Cloud Based Occlusion
* Depth of Field Effects
* Global Illumination
* Color Bleeding
* Creative Uses for CSG
* Rendering Fur
* Sigma Hiding
* Curve Rendering
* Image Based Lighting
* Sub-Surface Scattering
* RenderMan Texture Baking
* Custom Passes
* Custom Shaders
* RenderMan Overview

Lesson Outline:

1. Introduction and project overview 1:33
2. Loading the RenderMan plugin and rendering 5:57
3. Rendering the images in different ways 6:20
4. Working with the Shared Geometric Attributes Node 5:17
5. Working with Maya shader networks 9:57
6. Using Displacements 3:26
7. Rendering ZBrush displacement maps 5:41
8. Different ways to use shadows 5:11
9. Raytraced shadows 4:02
10. Reflections 7:16
11. Controlling reflections with trace sets 4:07
12. Refractions on objects 4:36
13. Depth of Field effects 5:36
14. Motion factor 5:11
15. Bokeh effects 5:48
16. Motion blur 5:25
17. Shutter opening 8:12
18. Camera blur 2:42
19. Motion samples 3:50
20. Rendering particles 6:50
21. Constructive Solid Geometry 10:57
22. Rendering Paint Effects with shadows 5:07
23. Rendering Maya Fur and Sigma Hiding 4:27
24. Using curves as render objects 5:09
25. Introduction to Sub-surface Scattering 8:12
26. Alternative Sub-surface Scattering workflow 8:04
27. Creating caustic effects 13:56
28. Global Illumination 7:09
29. Occlusion effects 7:03
30. Baking global illumination to textures 5:53
31. Point Cloud Based Occlusion 5:54
32. Color bleeding 5:20
33. Baking textures 3:42
34. Creating multiple passes in OpenEXR format 7:04
35. Reading output statistics 2:33
36. Writing your own constant shader 9:48
37. Writing your own noise shader 9:23
38. Writing your own diffuse shader 7:27
39. Creating a custom displacement shader 8:10
40. Creating a custom light shader 9:21
41. Conclusion 3:46


Total Run Time:
5:49:37

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Hai, I am Ferry (teknikarsitek), i am a 3d and website designer, currently work on Interior design architectural. Welcome to my blog, Artvisualizer Press Media. This is a blog media about 3d, design, art, and visualization sources and review. Hope you can find latest information all about design here.
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