Saturday, 26 May 2012

Lighting and Rendering 3: Intro to Metal Ray Continued

Using Ambient Occlusion with Displacment maps

Sub Surface Scattering Part 1: Grapes

Sub Surface Scattering Part 2: Cartoon Shader

Ambient Occlusion Lighting and Light Decay

Mental Ray: Using Maya Layered Shaders with Mental Ray Nodes

Mental Ray: Round Corners Node

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