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Realistic Architectural Visualization with 3ds Max and mental ray, 2nd Edition

Book Description

Revitalize your architectural visualizations by bringing new levels of realism to them with an enhanced command of the mental ray toolset in 3ds Max. Full-color step-by-step tutorials give you a firm understanding of the processes and techniques needed to create impressive interior and exterior visualizations. You'll learn how to prepare materials, light a daytime interior scene, use mr Physical Sky, and how to save time during complex renders. The companion website includes all of the tutorial files and sample files from the book. Plus find more information at http://jamiecardoso-mentalray.blogspot.com/.

* Beautiful full-color visualization projects provide step-by-step instruction on valuable techniques and tools
* An official Autodesk Techniques co-branded title written by an authoritative expert on visualization
* Companion website contains all of the tutorial files from the book

Table of Contents

  1. Cover
  2. Halftitle
  3. Title
  4. Copyright
  5. Contents
  6. Preface
  7. Acknowledgments
  8. The Authors
  9. Section 1 Introduction to mental ray
    1. Introduction
    2. Chapter 1 Preparing Your Files
      1. 1.1 Introduction
      2. 1.2 Preparing the Units in the Scene
      3. 1.3 System Units Mismatch
      4. 1.4 Configuring Modifier Sets
      5. 1.5 mr Proxy Objects
    3. Chapter 2 Materials in mental ray
      1. 2.1 Introduction
      2. 2.2 ProMaterials and Arch & Design Materials
      3. 2.3 ProMaterial Ceramic
      4. 2.4 ProMaterial Concrete
      5. 2.5 ProMaterial Glazing
      6. 2.6 ProMaterial Hardwood
      7. 2.7 ProMaterial Masonry/CMU
      8. 2.8 ProMaterial Metal
      9. 2.9 ProMaterial Metallic Paint
      10. 2.10 ProMaterial Mirror
      11. 2.11 ProMaterial Plastic/Vinyl
      12. 2.12 ProMaterial Solid Glass
      13. 2.13 ProMaterial Stone
      14. 2.14 ProMaterial Wall Paint
      15. 2.15 ProMaterial Water
      16. 2.16 ProMaterial Generic
      17. 2.17 Arch & Design Material
        1. Templates
        2. Main Material Parameters
        3. BRDF
        4. Self Illumination (Glow)
        5. Advanced Rendering Options
          1. Fast Glossy Interpolation
          2. Special-Purpose Maps
      18. 2.18 Utility Bump Combiner
      19. 2.19 Ambient/Reflective Occlusion Map
      20. 2.20 Composite Map
    4. Chapter 3 Lighting in mental ray
      1. 3.1 Introduction
      2. 3.2 Interior Lighting Concepts with mental ray
      3. 3.3 Parameters in Final Gather
        1. Basic Group
      4. 3.4 Reuse Final Gather Maps
      5. 3.5 Parameters in Global Illumination
      6. 3.6 Hardware Shading
      7. 3.7 mr Sky Portal
      8. 3.8 Exterior Lighting Concepts with mental ray
      9. 3.9 mr Sun Parameters
      10. 3.10 mr Sky Parameters
    5. Chapter 4 Rendering in mental ray
      1. 4.1 Introduction
      2. 4.2 Rendering
      3. 4.3 Rendered Frame Window
      4. 4.4 Render Setup Dialog
      5. 4.5 Exposure Control
      6. 4.6 Network and Distributed Bucket Rendering
      7. 4.7 Net Render
        1. Common Errors
      8. 4.8 Distributed Bucket Rendering
        1. Common Errors
      9. 4.9 Batch Rendering
  10. Section 2 The Living Room
    1. Introduction
    2. Chapter 5 Preparing Materials for an Interior Space
      1. 5.1 Introduction
      2. 5.2 Preparing the Units in the Scene
      3. 5.3 Examining the Scene
      4. 5.4 Working on the First Material
      5. 5.5 Working on the Sofa Material
      6. 5.6 Working on the Floor Material
      7. 5.7 Working on the Glass Material
      8. 5.8 Working on the Metal Material
    3. Chapter 6 Artificial Lighting in an Interior Space
      1. 6.1 Introduction
      2. 6.2 Preparing the Units in the Scene
      3. 6.3 Adding Lights to the Night Scene
      4. 6.4 Using Material Override to Quickly Analyze Lighting
      5. 6.5 Creating a Glow Material to Illuminate the Scene
      6. 6.6 Adjusting the Effect of Indirect Illumination on a Material
      7. 6.7 Creating a Material for the Ceiling Lights
      8. 6.8 Creating a Final Render of the Scene
  11. Section 3 The Photomontage
    1. Introduction
    2. Chapter 7 Photomontage Materials
      1. 7.1 Introduction
      2. 7.2 Units in the Scene
      3. 7.3 Enhancing the Initial File
      4. 7.4 The Main Marble Material
      5. 7.5 Creating a Satined Metal Material for the Window and Door Frames
      6. 7.6 Creating a Glass Material for Windows and Doors
      7. 7.7 Creating a Sky Material for Reflective Planes
      8. 7.8 Creating a Material for the Ceiling Lights in the Office Building
      9. 7.9 Creating a Metallic Material for the Stone Wall Details
    3. Chapter 8 Photomontage Lighting
      1. 8.1 Introduction
      2. 8.2 Units in the Scene
      3. 8.3 Adding a Daylight System
      4. 8.4 Adding the Viewport Background
      5. 8.5 Matching the Sun Direction
      6. 8.6 Matching the Sun’s Intensity
      7. 8.7 Matching Material Brightness
      8. 8.8 Creating the FG Map File to Save Render Time
      9. 8.9 Working on the Stone Material
      10. 8.10 Changing the Material for the Door and Window Frames
      11. 8.11 Adjusting the Building Reflection Materials
      12. 8.12 Adjusting the Reflective Glass
      13. 8.13 Adjusting the Tree Material
      14. 8.14 Adjusting the mr Physical Sky
      15. 8.15 Setting up the Rendering Settings
      16. 8.16 Beginning the Photoshop Process
      17. 8.17 Adding Additional Masks for Foreground Elements
      18. 8.18 Modifying the Image to See the Entire Building
    4. Chapter 9 Verified Views
      1. 9.1 Introduction
      2. 9.2 Gathering Data for the Views
      3. 9.3 Working with the Survey Data 3ds Max Design
      4. 9.4 Accurate Visual Representations
  12. Section 4 The Atrium
    1. Introduction
    2. Chapter 10 Materials in the Atrium Scene
      1. 10.1 Introduction
      2. 10.2 Units in the Scene
      3. 10.3 Working on the Floor Material
      4. 10.4 Working on the Marble Material
      5. 10.5 Working on the Metal Material
      6. 10.6 Creating the Glass Material
      7. 10.7 Creating a Glow Material for Light Lenses
      8. 10.8 Materials and mr Proxy Objects
    3. Chapter 11 Lighting the Atrium Scene
      1. 11.1 Introduction
      2. 11.2 Units in the Scene
      3. 11.3 Scene Setup
      4. 11.4 Creating the Daylight System
      5. 11.5 Adding Sky Portals to Brighten the Scene
      6. 11.6 Adding Interior Artificial Lights
      7. 11.7 Controlling the Brightness of the Image with Exposure Control
      8. 11.8 Adding Clouds to the Sky Background
      9. 11.9 Creating a Final Gather Map File
      10. 11.10 Fine-Tuning Materials
      11. 11.11 Creating a Final Render
  13. Section 5 mr Physical Sky
    1. Introduction
    2. Chapter 12 Working with the mr Physical Sky Shader
      1. 12.1 Introduction
      2. 12.2 Controlling the Daylight System
      3. 12.3 mr Physical Sky and the Sun Disk
        1. Moving the Sun to a Desired Location
      4. 12.4 The mr Physical Sky Shader
        1. Sun Disk Appearance Group
        2. Horizon and Ground Group
        3. After Dark Group
        4. Non-Physical Tuning Group
        5. Aerial Perspective (When Used as Lens/Volume Shader Only) Group
      5. 12.5 Creating Camera Haze
      6. 12.6 Using a Bitmap Background in mr Physical Sky
      7. 12.7 Daylight Object and the mr Physical Sky
        1. mr Sun Basic Parameters
        2. mr Sky Parameters
          1. Perez All Weather & CIE
          2. CIE
  14. Index