V-Ray 3.0 for 3ds Max Essential Training
Offered By: LinkedIn Learning
Course Description
Overview
Master features of the V-Ray 3.0 rendering engine and learn how to extend the range of 3ds Max with advanced V-Ray tools, such as progressive sampling and hair and skin shaders.
Syllabus
Introduction and Important Information
- Welcome
- Software versions used
- What you should know before watching this course
- Using the exercise files
- The 3ds Max project structure
- Gamma handling
- A word about Intel Embree
- A word about HDRIs
- Introduction to this update
- Using the additional exercise files
- V-Ray and 3ds Max versions used
- Updates to V-Ray RT
- VFB improvments
- Updates to cameras
- GGX, rounded corners, and more
- Randomization and better translucency
- The Triplanar Map
- Render elements
- Lighting updates
- Aerial perspective
- Volume grid
- V-Ray proxy
- The V-Ray Instancer
- VR mesh viewer
- Odds and ends
- Next steps
- Introduction to this update
- Using the additional exercise files
- V-Ray and 3ds Max versions used
- The Denoiser
- Interactive Lens Effects
- MDL materials
- RT GPU improvements
- Resumable Rendering
- VFB Real-Time improvements
- Interactive Production Renderer
- The AL Surface shader
- V-Ray scene object
- Full Light Select Element
- Cryptomatte
- Next steps
- V-Ray workflow options and recommendations
- The V-Ray toolbar
- New UI elements and Quick Settings
- The revamped frame buffer with advanced color controls
- The V-Ray Render Output options
- Image sampling explained
- Understanding subdivs
- Overview of color mapping
- What the color mapping modes do
- Using 3ds Max light types with V-Ray
- Working with the V-Ray light
- Adding a spherical fill light
- The V-Ray Sun and Sky system
- Controlling global exposure
- Enabling the Environment skylight
- Working with the V-Ray dome light
- Creating a mesh light
- Global Illumination explained
- Understanding primary and secondary bounces
- How irradiance mapping works
- Using irradiance mapping: Part 1
- Using irradiance mapping: Part 2
- How light cache works
- Using light cache
- Understanding brute force GI
- Using brute force GI
- Introduction to V-Ray specific materials
- Creating diffuse color
- Making a clear glass material
- Making colored and frosted glass
- Making reflective materials
- Blurring our reflections
- Creating a translucency effect
- Using VRmats
- New ray-traced SSS shader
- New simplified skin shader
- V-Ray hair shader
- Using the fixed-rate engine
- How to use the adaptive engine
- Working with the adaptive subdivision engine
- Progressive sampler
- Fixing super bright sampling problems
- Using universal settings
- Physical Camera setup
- Physical Camera controls
- Depth of field
- Creating a Motion Blur effect
- Where did the V-Ray Physical Camera go?
- Adding a Physical Camera to the scene
- Overview of the Physical Camera controls
- A primer on exposure values (EVs)
- Automated Exposure Control
- Controlling exposure manually
- Correcting a skewed perspective
- Creating depth of field
- Adding Motion Blur effects
- Caustic effect setup
- Generating the caustic effect
- Using VRayFur
- Stereoscopic 3D rendering
- Vr-Ray Metaballs
- Proxies
- The VRayClipper
- Depth of field: Using a perspective viewport
- Using Render Mask
- What's next?
Taught by
Brian Bradley
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