Gnomonology — Skin Shading with Mental Ray [2007 г.]

Gnomonology — Skin Shading with Mental Ray
Производитель:
Год выпуска: 2007
Язык: английский
Описание: В уроке обсуждается весьма и весьма непростая задача — создание шейдера реалистичной человеческой кожи. Алекс Альварез покажет, как достичь нужного результата. Урок состоит из трех частей:
Chapter One: Working with the Fast-Skin Material
Rendering skin with the natural appearance of translucency, specularity and reflection is achievable thanks to the Mental Ray Fast-Skin material. This tutorial demonstrates how to build the necessary shading network and manage the many attributes available. While the Fast-Skin material does have integrated control for specularity and reflections, we also look at how to implement a layered shader that allows for higher level control over these phenomenon. Using a female head as our example, we start from scratch and observe every step of the process, while explaining the logic behind our creative decisions
Chapter Two: Mapping Color, SSS Layers and Bump
Rendering skin with the natural appearance of translucency, specularity and reflection is achievable thanks to the Mental Ray Fast-Skin material. This tutorial demonstrates how to build the necessary shading network and manage the many attributes available. While the Fast-Skin material does have integrated control for specularity and reflections, we also look at how to implement a layered shader that allows for higher level control over these phenomenon. Using a female head as our example, we start from scratch and observe every step of the process, while explaining the logic behind our creative decisions.
Chapter Three: Layering Specularity and Reflections.
Rendering skin with the natural appearance of translucency, specularity and reflection is achievable thanks to the Mental Ray Fast-Skin material. This tutorial demonstrates how to build the necessary shading network and manage the many attributes available. While the Fast-Skin material does have integrated control for specularity and reflections, we also look at how to implement a layered shader that allows for higher level control over these phenomenon. Using a female head as our example, we start from scratch and observe every step of the process, while explaining the logic behind our creative decisions.
Видео кодек: QuickTime
Видео: 800х600

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