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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