How to create a background pass – Tutorial

When rendering your render passes you will notice that the background gets calculated (appear) only in the beauty pass. But what if we want the background as a separate pass for composting purpose. There are some basic methods, for example, A- Adding the IBL in a different layer. Or B- Using a poly sphere with [...]

Tuesday, April 5th, 2011

mia_photometric_light Node explored – Tutorial

In this session we will have a closer look at the mia_photometric_light. This node is not only allowing you to achieve more realistic lighting , but it will also make your GI solution much easier and faster to work with. In the past one would have to adjust both photon Radius and Merge Distance. Now [...]

Monday, September 20th, 2010

Model showcase part 3 – Tutorial

In this short tutorial we will explore how to show case your model in new and interesting way. The idea is to have both outline render combined with Ambient Occlusion look. You can achieve the same result number of ways, in this process we will explore the render in one pass by modifying the Shader [...]

Thursday, August 19th, 2010

Creating Ambient Occlusion with transparency texture– Tutorial

In my previous post Dissecting the mib_amb_occlusion node. I talked about using transparency in Ambient occlusion, but I didn’t really cover the subject of using texture with alpha and having that casing AO on the nearby object. In this simple scene we have a texture file with alpha assigned to a separate geometry. If we [...]

Wednesday, June 2nd, 2010

Mental Ray Production Library – mip_rayswitch

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 and mip_rayswitch_advanced. This Shader will act as a gateway for the outgoing rays that [...]

Thursday, April 22nd, 2010