The Green Redemption

After three weeks of direct and indirect work, I eventually finished the project.

I used Autodesk Maya, Mental Ray, Autodesk Mudbox, Adobe Photoshop, Adobe After Effects

I used maya PaintFX to populate plants through the scene and integrated them into Mental Ray. If several people ask for, a making of would be available soon…

Photobucket

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Nvidia Siggraph Presentation

(originally posted by http://www.elementalray.wordpress.com)

You can find the presentation here:  nVidia Advanced Rendering and Ray tracing

You can also find a short blurb about coming features here: ARC Forum SIGGRAPH recap

Mentioned are features such as:

  • Ambient Occlusion on the GPU with mental ray
  • Layered shaders (layered components) that include the SSS shader without lightmapping. They have their own framebuffer mechanism with passes for added flexibility in OEM packages.
  • Object lights with a new shader independent of OEM integrations
  • Light Importance Sampling (IS) and Material Importance Sampling. This makes the usage of objects as area lights much easier and faster than before
  • Multiple Motion Transforms (think curved paths and light streaks)
  • Light Path Expressions (LPE) in iray
  • Kepler support for iray 3 in mental ray