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mental ray API : shaders development
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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