Mental Ray Production Library – mip_gamma_gain

Continuing on my previous post Mental Ray Production Library– Enabling mip Shaders .We can now start exploring the available new nodes.
In this session we will have a closer look at  how to use the mip Shaders, in particular the mip_gamma_gain.
This is a simple Shader that can be utilized to allow a linear workflow. It can be used either on a texture or on the entire render.

Get Adobe Flash player

The HD vr. can be found here.

January 21st, 2010 by Ashraf | 2 Comments »

Mental Ray Production Library – mip_render_subset

Continuing on my previous post Mental Ray Production Library– Enabling mip Shaders .We can now start exploring the available new nodes.

In this session we will have a closer look at  how to use the mip Shaders, in particular the mip_render_subset.
This lens Shader will allow us to re-render an element of your scene without the need to render the entire file.
Elements can be defined by an object name or a single material Shader.

Get Adobe Flash player

The HD vr. can be found here.

January 6th, 2010 by Ashraf | 4 Comments »

Mental Ray Production Library – Compositing 3d elements

Continuing on my previous post Mental Ray Production Library– Enabling mip Shaders .We can now start exploring the available new nodes.

In this session we will have a closer look at  how to use the mip Shaders, in particular the mip_rayswitch_environment, the mip_cameramap, and the mip_mirrorball
to composite 3d elements onto a live action background.

Get Adobe Flash player

The HD vr. can be found here.

The following is Zap comment on the video

“Nice work Ash.

I only have one, single, tiny comment on all this; To adjust the brightness of the shadow, the “correct” way to do it with this shader is to modify the “ambient” parameter.

Changing the shadow density of the light is bad, it is always evil. “Shadow density” of a light makes no physical sense. In real life, what causes shadows to not be pitch black is other light coming into it from other places. “Shadow density” style settings has always been a horrible insane nonphysical hack, and are a type of setting that you should never touch if you want your rendering to have any form of “physical” meaning.

To clarify; whatever you put into the “Ambient” parameter of mip_matteshadow is properly counted as this “additional light”, and will behave correctly, get occluded by the AO ets. Setting the “shadow color” of the light will just make part of the light go straight through the object, and this will not let your AO lock it down properly, because the AO is only applied to the ambient component, so this “part of light” you are letting through the object will always illuminate the matte plane, never allowing it to go “black” anywhere, which can be problematic.

Of course, when you do very small changes (such as you did) it might not be a bit progblem. Just thought I’d let you know, though :)

And anyway …. other than this minor nitpick, you are 100% spot on with the rest of the tutorial.

Nice work!”

October 25th, 2009 by Ashraf | 4 Comments »

Mental Ray Production Library – mip_binaryproxy

Continuing on my previous post Mental Ray Production Library– Enabling mip Shaders .We can now start exploring the available new nodes.

In this session we will have a closer look at  the mip_binaryproxy and how to use  it as an object holder for a complex geometry that will only appear at render time

Get Adobe Flash player

The HD vr. can be found here.

October 8th, 2009 by Ashraf | 6 Comments »

Mental Ray Production Library – mip_motion_vector

Continuing on my previous post Mental Ray Production Library– Enabling mip Shaders .We can now start exploring the available new nodes.

In this session we will have a closer look at  the mip_motion_vector and how to use  it in post to get fast render of our motion blur.

The MEL scripts that I used in my demo are
createNode mentalrayUserBuffer;
connectAttr -force mentalrayUserBuffer1.message miDefaultOptions.frameBufferList[0];

Get Adobe Flash player

The HD vr. can be found here.

September 20th, 2009 by Ashraf | 3 Comments »