The Re-run-run-run, the Re-run-run (FXPhd class on again!)

For those of you who missed my FXPHD course the other two times it was run... HERE SHE IS AGAIN!

More info in the posts below. Again - this is a re-run, so it is the exact same classes as before... but I will be available in the FXPHD forum for students to ask crazy questions.

See you on FXPHD!



Tay A. Othman said...

Does the New Course have a major Additions and revision than the July Term?
I wish to Attend

Master Zap said...

No, it's a re-run of the exact same course. This time there are NO updates.

Ehsan Nekooee said...

I just have a question. I'm not that experienced in rendering and stuff in mental ray. any way, I want to use iRay, just wanted to know this course would be useful for me or what.


Master Zap said...

There is some usefulness, but about 60% is very mental ray specific... so I wouldn't really recommend it for iRay curiosity... hard to say... large parts are about general rendering things... those would apply to iRay as well... but then every class takes these general things and goes into mental ray specifics, which is only partially applicable to iRay...


Ehsan Nekooee said...

I just wondered what should I get to learn how to get the best out of iRay?
Do you know any fine tutorial package for this subject?

Master Zap said...

Well, my course DOES introduce you to physically correct lighting, which is the part of my course that would also apply to iRay... but every "trick" I talk about to acheive that is then mental ray specific... but the course is about 50% theory (which makes sense to iRay) and 50% practice (which often is not)... so it's hard for me to give a good answer.

Yes - my course will be useful to you - but only parts of it. Will you want to pay for the full course to have use only of some 40-60% of it? That is your decision.

In general, the thing with iRay is that it is _only_ the physics and _no_ tricks. So as long as you use physically correct lights and shaders, you should get physically correct results (as a matter of fact, all materials you use gets converted by iRay to some physically correct equivalent).

iRay is all BSDF's, true real-world light transport equations, using the raw power of the GPU to simulate "everything". mental ray is much more flexible allowing thousands of "special tricks" that may give faster or "more directable" results.

I do not know of any particular iRay tutorial outside of what Autodesk ships that would be directly appliccable... most stuff that is out there is in the same bout as my course, i.e. it *is* about the physical lighting, but it is then discussing it in terms of what mental ray things you use to get it to happen - efficiently, or how you tweak it slightly away from "true physics" for the sake of "art", or somesuch.

Thinking of it that way, then perhaps my course IS useful, for at least I pretty much immediately tell you what kind of shaders NOT to use (nonphysical ones) and that maps pretty directly to what iRay supports.

Again, I cannot be the one to judge if you want to part with your $'s or not for a class that is only partially appliccable, I can't really judge that for you.


robert said...

Is it suitable for me as mover from MAYA to CINEMA4D. (I am really pissed off to MAYA, btw.) AFAIK there is new mentalray plugin for C4D..

Masoud said...

Hi Zap
I saw your wonderful DVD,and finally some came along to share their true knowledge and experiences.
Just a question about brass ring rendering.
I chose the exact colour swatch(by stopping the video) and material setting as your tutorial, gamma correction, but the brass come as very red and ugly.
in your tutorial didn't say how to adjust our screen to match to your screen.
does it possible to get handout about adjusting screen?

bojjapu srinivas said...

this is srinivas, I want be specilist in live cg integration, I am not that experienced in mental ray techniques in 3ds max, I am having problem in integraing cg elements in live plate can u help me.

Eric Lane said...

Master Zap,

Watching the lighting class raised a couple of questions in terms of how to replicate the process of using portal lights in Maya with MR. MR for Maya does not have standalone MR lights, one has to use maya lights and then put MR shaders in the light shader attribute. This all seems to work fine but at least for me falls apart when trying to scale up and down the lights in the same fashion you did in 3dsMax. Is there something specific that must be done to replicate the process of using MR shaders in maya lights? I hope this is a good place to ask the question, it seems the MRY201 forum is down on FXPHD so I can't ask it there. Thanks in advance.