本视频教程是由Gnomon机构出品的Maya与mentalray高级灯光照明技术视频教程第二季,The Gnomon Workshop Direct Illumination in Maya and mental ray Volume 2,时长:4小时,大小:3.35 GB,MP4高清视频格式,教程使用软件:Autodesk Maya, The Foundry Nuke, Adobe Photoshop,作者:Frederic Durand,共13个章节,语言:英语。
Autodesk Maya是美国Autodesk公司出品的世界顶级的三维动画软件,应用对象是专业的影视广告,角色动画,电影特技等。Maya功能完善,工作灵活,易学易用,制作效率极高,渲染真实感极强,是电影级别的高端制作软件。Maya声名显赫,是制作者梦寐以求的制作工具,掌握了Maya,会极大的提高制作效率和品质,调节出仿真的角色动画,渲染出电影一般的真实效果,向世界顶级动画师迈进。Maya 集成了Alias、Wavefront 最先进的动画及数字效果技术。它不仅包括一般三维和视觉效果制作的功能,而且还与最先进的建模、数字化布料模拟、毛发渲染、运动匹配技术相结合。Maya 可在Windows NT与 SGI IRIX 操作系统上运行。在目前市场上用来进行数字和三维制作的工具中,Maya 是首选解决方案。
Maya参与制作的电影有:法国国宝级艺术家Jean Giraud,他原创的影片有《第五元素》、《异形》、《星战》等,并参与制作了《沙丘魔堡》、《深渊》等经典科幻电影;导演Glenn Chaika,著名动画片导演,曾在迪斯尼担任《小美人鱼》的动画师,并执导《拇指仙童历险记》、《花木兰II》等影片;模型监制Wayne Kennedy是曾参与过《隐形人》、《星球大战》、《龙卷风》、《黑衣人》、《木乃伊》的模型师;动画监制Bob Koch和Kelvin Lee是担任《 玩具总动员》、《精灵鼠小弟》等影片的资深动画师;特效指导Manny Wong曾担任《后天》的特效总监,并参与制作了《狂莽之灾I》、《星河战舰》、《巨蟒》、《魔女游戏》等影片。
GNOMON教程,每每给我们于激情与期待!让我们在CG设计路上不再独行!让我们共同期待!让我们共同期待与业界CG顶尖设计师的面对面!少玩多花些时间多学习学习,让我们的商业作品与众不同!Gnomon的教程向来以其前沿的技术和清晰的视频质量而受到广大用户的青睐。
The Gnomon Workshop Direct Illumination in Maya and mental ray Volume 2
Lighting and Rendering Series Vol. 2 with Frederic Durand
With the high degree of photo-realism required in today’s feature films and commercials, traditional computer graphics lighting techniques often fall short of producing the desired result. While traditional CG light sources attempt to mimic real-world light sources’ behaviors, they are generally very simplistic versions that lack the dynamic and physical characteristics of real-world light. In this DVD, lighting artist Fredric Durand demonstrates a variety of methods to improve the overall appearance of direct illumination within Maya and mental ray. This involves not only changing the fundamental way CG light sources illuminate our scene, but also how they help to describe the materials in the scene. This series of lectures address the technical and physical aspects of replicating real world lighting, while also focusing on the artistic aspects of lighting. Initially, the fundamentals of CG light sources are discussed. The Maya spotlight and area light are completely dissected to expose extended direct illumination features and controls for each light source, including light falloff strategies, controlling light color, physical light setups, and light rigging for added control. Rendering using Unified Sampling and setting up a correct Linear Workflow in Maya are also discussed. Next, focus is shifted to specular highlights and the reflection of light sources where topics such as layering specular highlights and setting up reflector rigs are discussed. IES and Photometric light distribution utilities and custom color and light decay methodologies are discussed to provide even more realistic lighting conditions. Indirect illumination methods, including global illumination photons, caustic photons and final gather, are covered next to demonstrate the full potential of direct illumination with CG light sources. Lastly, Fredric demonstrates how to achieve realistic lens effects, specular bloom, glows, glares and atmospheric effects using a combination of 3D and 2D techniques while also highlighting the many limitations of a 3D only approach to these effects. .
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