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About James Murphy

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Virtual Partners Training
  emailmurph@virtualpartners.com   
 
or direct line  1-920-437-3898

Please remember onsite classes must be booked 2 to 3 months in advance so plan ahead!

Classes must be paid in advance.
1. Due to differing locations and air fares instructors expenses must be billed for separately.


 

 

 

Mental Ray for Everyone!

  Featuring  Chris Bullen
Go To:
Chris Bullens curriculum

Dramatically improve productivity, quality & time to completion!
3 Days with Chris Bullen onsite at your facility!
Enhance your productivity with Mental Ray Today!
Chris is available to teach at your facility.
Most classes are 2 days in length and cost
only 1 $3995.00
Mr.  Bullens schedule is usually booked up months in advance.
He also devotes over 50% of his time to projects so Call Today! 

CALL  920-437-3898 TO BOOK YOUR ONSITE CLASS.

to register or email: murph@virtualpartners.com 

Comprehensive Mental Ray Workshop

Covers the use of GI and Final gather as well as optimization controls.  Things like photon mapping for GI and caustics,

BSP data structures and memory optimizations, diagnostics, lume shaders and materials, displacement,  production effects,  and troubleshooting will be covered.

  • mental ray 3.4—Run medium-sized render farms right out of the box. mental ray® 3.4 renderer delivers numerous optimizations, including faster final gathering performance, double precision computation for ray tracing and fast rasterization for first-generation rays. mental ray 3.4 also adds Satellite Rendering to allow 3ds Max/VIZ license owners to freely use up to eight slave CPUs to render an image using distributed bucket rendering.

A Note from Chris: For those of you wondering about using Mental Ray in your work.

I would definitely say the move to mental ray is a good one. The latest release (3.4) has the licensing issue dealt with so it can now be used in a

network situation without having to expend the investment of purchasing more licences. The benefits are;

1. Ability to do true Global Illumination

2. Ability to do Ambient/Reflective Occlusion (will generate very convincing GI but without bounced light and takes a fraction of the time)

3. Ability to generate true hidden line rendering via contours (can also export as a vector file)

4. More control of materials, lighting and render settings

5. Ability to do caustics

6. More control of post effects such as motion blur and depth of field (very fast renders)

7. Ability to do Sub-Surface Scattering

8. Ability to do fast and accurate displacements.

9. Increased speed due to changes in the renders computational algorithms.

10. Incredibly fast raytracing

I could go on. I don't tout that mental ray is the end all be all of renderers, but I use it in production around 60%-70% of the time. The

remaining 30%-40% is either using scanline, radiosity, v-ray, or other depending on the project. Now that mental ray is unlimited for rendering

nodes, I will project the usage will be split to 80%-90% in favour of mental ray. I used v-ray for GI animations strictly because of the licensing issue,

and radiosity or mental ray for my pr-vis.  The ambient occlusion is incredibly fast and is quickly becoming a fantastic

method to create photorealistic renders with the look of true GI but without the wait!

If you have any further questions, please don't hesitate to contact me

directly.

Thanx

Chris

 

    Partners Studio