
Learn a time-saving workflow to Houdini's production-class renderer. Gain a firm understanding of the powerful rendering tools available in Mantra and learn fundamental techniques for micropolygon, raytracing and physically-based rendering. Contains over 3.5 hours of project-driven training for artists new to Mantra.
Popular highlights include:
- Mantra Overview
- Working with Shaders
- Rendering Methods
- Environment Lights
- Rendering in Passes
- Rendering Multiple Channels
- Deep Raster Output
- Rendering to Different Files
- Micropolygon Rendering
- Raytracing
- Physically Based Rendering
- Global Illumination Techniques
- Path-tracing
- Final Gather
- Ambient Occlusion
- Image-based Lighting
- Caustics
- Shadows
- Geometry Shaders
- Outline Rendering with Wren
- Volumetric Rendering
- Mantra Archive
- Depth of Field
- 3D Motion Blur
- Transform Motion Blurs
- Deformation Motion Blurs
- Velocity Motion Blurs
- Compositing Techniques
Lesson Outline:
| 1. |
Introduction and Project Overview |
1:45 |
| 2. |
Working with project files |
4:02 |
| 3. |
CRendering basics |
8:02 |
| 4. |
Rendering image sequences |
7:41 |
| 5. |
Using Mplay |
7:07 |
| 6. |
Using mcp |
4:48 |
| 7. |
Rendering extra channels |
8:51 |
| 8. |
Rendering planes to separate files |
3:50 |
| 9. |
Compositing deep/shallow outputs |
7:20 |
| 10. |
Rendering in passes |
9:47 |
| 11. |
Compositing and matte shading |
6:10 |
| 12. |
Rendering with Takes |
4:41 |
| 13. |
Adding shadows and creating a shadow pass |
5:34 |
| 14. |
Completing and rendering a shadow pass |
10:02 |
| 15. |
Depth of Field effects |
7:17 |
| 16. |
Motion Blur: Transformation |
6:37 |
| 17. |
Motion Blur: Deformation |
5:50 |
| 18. |
Motion Blur: Velocity |
5:06 |
| 19. |
Velocity Blur Tricks |
7:14 |
| 20. |
Micropolygon Rendering engine |
9:17 |
| 21. |
Raytrace engine |
5:34 |
| 22. |
Physically Based Rendering engines |
8:40 |
| 23. |
Converting to RAT files |
4:48 |
| 24. |
Ambient Occlusion |
9:25 |
| 25. |
Image-Based Lighting |
5:07 |
| 26. |
GI Path-tracing |
5:07 |
| 27. |
GI Cache and Final Gather |
6:29 |
| 28. |
Adding Caustic effects to the render |
7:04 |
| 29. |
Editing shaders and lighting for a better Caustic pass |
8:11 |
| 30. |
Outline rendering |
3:01 |
| 31. |
Building and rendering clouds using volumetric system |
6:17 |
| 32. |
Converting the geometry into a volume using Metaballs |
8:10 |
| 33. |
Mantra archiving |
3:51 |
| |
Total Run Time:
|
3:33:01 |

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