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Creating a Photo-Realistic Render in Mental Ray

Rendering Digital Sculptures with Ryan Kingslien

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In this tutorial, Ryan Kingslien takes you through the techniques he uses for achieving photo-real renders of digital sculptures. He shows you how to create a setup for rendering your Maya or ZBrush sculptures, allowing you to both analyze and present your digital sculptures in more realistic lighting. Using Maya and Mental Ray, he covers, setting up your scene, lights and camera, as well as creating a clay material, using depth of field, and improving the quality of your render without slowing it down. Instructor for this title: Ryan Kingslien

  • Creating a clay material
  • Scene setup
  • mib_Blackbody
  • Area Lights
  • Depth of field node
  • Improving render quality
  1. Setting up your Scene
  2. Setting up your Lights
  3. Setting up your Camera
  4. Getting Depth of Field
  5. Increasing the Quality of your Render
  • Product Code: RKI44
  • Duration: 100 minutes
  • Formats: DIGITAL DOWNLOAD

DVD-ROM Requirements:

  • 1GHz or faster processor
  • 512 MB RAM
  • 64 MB Video RAM
  • DVD-ROM Drive
  • 5 GB of hard disk space
  • 1280 x 1024 display

DVD-ROM and Digital Download Requirements:

Minimum Operating System:

  • Microsoft® Windows® Vista®
  • Microsoft® Windows® XP Professional
  • Microsoft Windows 2000 Professional
  • Apple® Mac® OS X 10.2

Software:

  • QuickTime Movie Player (Version 7.0 or higher)
  • Acrobat Reader (Version 5.0 or higher)

For more information on DVD and Digital Download policies click here here.

  • Software Used:

  • Autodesk
    Maya

Ryan Kingslien

Resident Artist
The Gnomon Workshop

Ryan Kingslien studied traditional art at the Pennsylvania Academy of Fine Arts and digital art at the Gnomon School of Visual Effects. He was the Product Manager for ZBrush 3 at Pixologic where he worked with programmers and artists to fuse traditional and digital art. While at Pixologic, Ryan consulted with companies such as ILM, Sony Pictures Imageworks, Bungie Studios, Ubisoft and Electronic Arts to integrate digital sculpting into their production pipelines. Currently, Ryan is a resident artist at The Gnomon Workshop where he continues to sculpt, share his passion for digital art and teach.

Watch this tutorial now with an Online Training Subscription.

"Ryan was an important part of the success of ZBrush 3. His blend of a traditional artistic background and technical prowess was key in helping us shape the next-generation of digital sculpting software."

- Jaime Labelle
COO Pixologic

"I can't think of anyone who is more qualified to present this information than Ryan. During his time as product manager at Pixologic, he was always the first person I'd contact when I needed to find the best work flow for any aspect of ZBrush."

- Zack Petroc
Zack Petroc Studio

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