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Goal : be able to develop custom shaders for mental ray®
Prerequisites : knowledge of C programming language, experience with CG rendering and shaders usage
Profile : R&D engineers, technical directors, tools developers or people with a C programming background used to rendering
Duration : 21 hours ( 3 days )
Sessions on demand: Ask for one session
Training location: Please see here.
Cost : 2 400 Euros per person without V.A.T (19.6%) for the 3 days ( travel, lodging, meals NOT included )
Course content
Day 1 : Theory
- Shaders type
- DLL/SO functions for mental ray shaders
- .mi files, shader declaration / specifics command related to Maya / 3DSMAX (optionnal)
- .spdl files for XSI (optionnal)
- coordinates systems
- color spaces
- state
- shaders init/exit/main
- scanline + raytracing + direct /indirect illumination + global illumination + photons + final gather + caustics + subsurface scattering physical /non physical
- mi scene file structure
- basics shaders (Lambert, Blinn, Phong..)
Day 2 : Using the mental ray API
- Shaders calls
- data base
- ray casting
- vector/Matrix maths
- transform from one space to another
- noise
- IMG
- contour
- memory allocation
- messages and errors
- user data
Day 3 : In depth pratical exercises
- texture shaders development
- material shaders development (shadow/photon)
- volume shaders development
- lens shader development
- displacement shader development
- geometry shader development
- output shader development
- custom shader development if you already have a project to work on
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