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  • Maya、3ds MAX-3D繪圖指南 - 書籍詳細信息
  • 查看同類圖書:科學技術»科普讀物»其他科普知識»Maya、3ds MAX-3D繪圖指南
  • Maya、3ds MAX-3D繪圖指南

  • 【作 者】:Boaz Livny
  • 【又/譯名】:mental ray for Maya, 3ds Max and XSI:A 3D Artist's Guide to Rendering
  • 【叢編項】:
  • 【裝幀項】:平裝 16開 / 740
  • 【出版項】:無 / 2007-12-1
  • 【ISBN號】:9780470008546 / 0470008547
  • 【原書定價】:¥508.00 有1家書店打折銷售 
  • 【主題詞】:進口原版書-計算機 Computers & Internet
  • 【圖書簡介】
      Turn 3D models into film-worthy digital animations by mastering mental ray rendering once and for all. This must-have guide is the only book on the market to focus exclusively on mental ray in Maya, 3ds Max, and XSI, and it's packed with techniques and insights you can't get anywhere else. Best of all, the book's advanced rendering concepts apply to other rendering software as well, including V-Ray, Brazil, Maxwell and RenderMan. Discover advanced lighting, camera, and workflow techniques that usually take professionals years to figure out. =
  • 【本書目錄】
    Introduction
    Chapter 1: Introduction to mental ray
    What Is mental ray?
    Why Use mental ray?
    The Structure of mental ray
    mental ray Integration
    Command-Line Rendering and the Stand-Alone Renderer
    mental ray Shaders and Shader Libraries
    Indirect Illumination
    Chapter 2: Rendering Algorithms
    Introduction to Synthetic Lighting
    Rendering under the Hood
    mental ray Rendering Algorithms
    Scanline Rendering in Depth
    Raytrace Rendering in Depth
    Hardware Rendering
    Chapter 3: mental ray Output
    mental ray Data Types
    The Frame Buffer
    Frame Buffer Options
    mental ray Cameras
    Output Statements
    Chapter 4: Camera Fundamentals
    Camera Basics and Aspect Ratios
    Camera Lenses
    Host Application Settings
    Chapter 5: Quality Control
    Sampling and Filtering in Host Applications
    Raytrace Acceleration
    Diagnostic and BSP Fine-Tuning
    Chapter 6: Lights and Soft Shadows
    mental ray Lights
    Area Lights
    Host Application Settings
    Light Profiles
    Chapter 7: Shadow Algorithms
    Shadow Algorithms
    Raytrace Shadows
    Depth-Based Shadows
    Stand-Alone and Host Settings
    Chapter 8: Motion Blur
    mental ray Motion Blur
    Motion-Blur Options
    Motion-Blur Render Algorithms
    Host Settings
    Chapter 9: The Fundamentals of Light and Shading Models
    The Fundamentals of Light
    Light Transport and Shading Models
    mental ray Shaders
    Chapter 10: mental ray Shaders and Shader Trees
    Installing Custom Shaders
    DGS and Dielectric Shading Models
    Glossy Reflection and Refraction Shaders
    Brushed Metals with the Glossy and Anisotropic Shaders
    The Architectural (mia) Material
    Chapter 11: mental ray Textures and Projections
    Texture Space and Projections
    mental ray Bump Mapping
    mental ray Projection and Remapping Shaders
    Host Application Settings
    Memory Mapping, Pyramid Images, and Image Filtering
    Chapter 12: Indirect Illumination
    mental ray Indirect Illumination
    Photon Shaders and Photon-Casting Lights
    Indirect Illumination Options and Fine-Tuning
    Participating Media (PM) Effects
    Chapter 13: Final Gather and Ambient Occlusion
    Final Gather Fundamentals
    Final Gather Options and Techniques
    Advanced Final Gather Techniques
    Ambient Occlusion
    Chapter 14: Subsurface Scattering
    Advanced Shading Models
    Nonphysical Subsurface Scattering
    An Advanced Shader Tree
    Physical Subsurface Scattering
    Appendix: About the Companion CD
    Index
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