Maya> rendering>Mental Ray Lenses Part three; environment node

Mental Ray Lenses Part three; environment node

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This tutorial is the last of a 3 - part series. This tutorial will teach you how to use a environment node connected to a camera.

Set-up

Step one - Download the scene environment.mb.

Step two - Render the scene. You'll see a couple cubes sitting on a plane.

Step three - Open the attributes editor by going to window>attributes editor.

Step four - Open the outliner by going to window>outliner.

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Step five - Select persp in the outliner. This is the camera that we are looking through by default.

Step six - In the attributes editor, roll down until you find the tab Mental Ray.

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Applying The environment Shader

Step one - Select the checkered icon beside the field environment shader.

Step two - This will open the create render node window.

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Step three - Click on the Mental Ray tab in the Create Render Node window. Roll down to environment. Create the node mib_lookup_background.

Now open in the attributes editor, click the checkerboard beside the text TEX.. This will create a Mental Ray file node. Now, with the new Mental Ray file node in the attributes editor, click the folder beside the text Image Name. This will open the file browser. Locate an image file, or just use this one here.

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Now, go back to the mib_lookup_background node in the attributes editor. Let's explain the attributes.

Zoom - There are 3 attribute fields. Basically you'll only use the first two. By default, they're set to 1. When these attributes are set to 1, that means the image will take up the entire render background without tiling. Now, if we were to set this attribute to 3, the image would be tiled across the background, 3 across and 3 down.

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Pan - There are 3 attributes in this field, but once again you'll be only using the first 2. This is the position of the image when it's projected as the background.

Why Use This Instead Of The Alternative?

An alternative to getting the same results is an image plane (instead of going to the Mental Ray tab of the camera attributes, you'd go to the environment tab and hit image plane). This works fine for when you're rendering Maya software, but if you were to use this technique in Mental Ray, you wouldn't be able to use it in Final Gather sampling.


This is the last of a 3-part series of using the Mental Ray attributes of the camera.

turbosquid
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