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3D Animation School: Mental Ray Interpolation

Published on February 26, 2009

glossy-reflections-and-refractions-nicole-saenz

Mental ray glossy reflections are notoriously expensive to render (expensive in this case meaning taking a long time). In order to optomise the render time it can be advantageous to use “interpolation”.

In this example the MIA (mental images architectural shader) is applied to the spheres, one with a colored metal look and the other with a glass ball appearance. Both have glossy reflections and refractions. In order to greatly shorten the render time, the “interpolation” rollout in the MIA shader is employed in conjunction with the glossy samples in the refraction and reflection rollouts.

I wont go into the technical aspects of how the interpolation is achieved (you can read an in depth account in Boaz Livny’s book “Mental Ray for Maya, 3ds Max, and XSI”), suffice to say that interpolation of glossy elements for rendering is a life saver for a busy lighting and rendering artist.



By Robert Appleton, New York Film Academy 3D Animation School Instructor

 

3D Animation Student Talks About Mental Ray

Published on February 20, 2009

Lately I have been hearing about how now a days an artist has to assume a Renaissance approach towards the field of his or her interest, regardless of what it is. In other words, to excel in a wide variety of subjects or fields. I completely relate to this now that I am studying 3D Animation at the New York Film Academy. Basically it goes like this, the more you know and the wider range of programs and software you are able to use in your advantage, the better.

One of the new fields we have been introduced to this semester is the rendering application mental ray which can be defined in a very limited manner as a plug-in Software in order to create Photorealistic Images through physical shaders and light simulations in a computer generated scene.

In order to achieve these Photorealistic Images we must first understand basic Photography and Lighting concepts and that is what we have been dedicating our time the last two mental ray lessons.

To make a brief review of these concepts I can mention the careful study of the electromagnetic spectrum, the kelvin scale and the two points for calibrating an image being these white balance and exposure. We first had to go through these concepts so that we could then talk about the interaction of light with different surfaces which we could classify them depending on the form of interaction as Diffuse, Specular and Glossy ranging from reflections to transmissions.

After engaging with these concepts through a theoretical approach, the lessons took a turn in the practical sense. Viewing realistic photographs and analyzing them applying the concepts we had previously discussed. While at it, new concepts arose such as Caustics, Anisotropic Reflections, Depth of Field, Final Gathering and how to manipulate (High Dynamic Range) Images.

All though this may sound familiar or not, the final outcome is incredible images that can only be achieved through the application of the previously mentioned concepts which to some, it’s a completely new field of study which takes extensive dedication that will eventually lead us toward this new artistic Renaissance approach that I mentioned before.

Federika Tovar
One Year 3D Animation Student, 2009