Lighting & Rendering 3: Intro to Mental Ray Continued
Ambient Occlusion with Displacment Maps
Sub Surface Scattering Part 1: Grapes
Sub Surface Scattering Part 2: Cartoon Shader
Mental Ray: Using Maya Layered Shaders with Mental Ray Nodes
Mental Ray: Round Corners Node
Depth of Field: Using Luminance Depth
Lighting Profiles: IES Lighting Information Files
Dynamics 3: Intro to Dynamic Bodies
(In Order)
Soft Bodies Part 3: Snow
Soft Bodies Part 3: Water
NCloth Part 5: Custom Presets & Component to Component Constraint (Balloons)
Active / Passive Bodies: Stand In Object (Chain Links)
Active / Passive Bodies: Pin Constraint (Earing)
Soft Bodies Part 1: Flesh
NCloth Part 3: Bouncy Castle (Cache Blending)
NCloth Part 4: Rope Bridge (Transform Constraints)
Soft Bodies Part 2: Cloth / Marble
NCloth Part 7: Weld Adjacent Borders Constraint (Candy Bag)
NCloth Part 6: Tearable Surface Constraint (Marbles)
Soft Bodies Part 5: Bubbles
NCloth Part 2: Netting (Indirect Deformation)
Active / Passive Bodies: Nail Constraint (Newton’s Cradle)
Active / Passive Bodies: Hinge & Spring Constraints (Catapult)
NCloth Part 1: Flags (Ncloth, Collider, & Nucleus)