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Maya Transparent Ambient Occlusion and Z Depth with Mental Ray

It's tricky to get textures with alpha channels to show up in AO and Z Depth passes and among the most frustrating issues in some 3d apps. In this quick video tip, I go through exactly how to do this in Maya. We need to create separate render layers (which I will also cover) and manually apply a transparency map on appropriate layered shader nodes to help us get alpha channels to affect AO and ZD.

3DS Max 2014 Tutorial - Mental Ray Studio Lighting

Saturday, 23 August 2014 12:28

3DS Max: Mental Ray SkyPortal Basics

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