Chris Tyler Tutorial Listing: RENDERING

This listing is in alphabetical order. To see tutorials in date sorted order, go to the Newest category in the menu above.

Rendering Reflections on White.  
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This materials and rendering tutorial shows how to render something on a white ground and background.
 
Compositing Shadows in Photoshop  
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This rendering tutorial shows how to output shadows separately from a main object and perform various compositing techniques in Photoshop to merge them. It shows how to use the ‘Render to Layers’ and ‘Render Alpha Channel’ features to help with this compositing. It also demonstrates the use of ‘Instance Properties…’ to facilitate the process.
Concrete Room  
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Setting up lighting for a simple interior scene. This materials and lighting tutorial shows how to approach the lighting setup for an interior type of scene. It uses a single spot light and a white lightdome for lighting and shows how to evaluate the contribution of each to the final diffuse lighting. It also sets up a couple of materials which are important to the scene.
Creating and Editing Custom HDRI Images  
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This tutorial shows how to edit 32 bit per channel HDRI bitmaps in Photoshop. It discusses the difference between 8, 16, and 32bit per channel color and how to work with Photoshop’s HDRI color palette. It also discusses how to use this data inside of Design3D.
Desktop Calendar Lighting  
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Lighting and rendering using direct diffuse illumination (for beginners). This beginners tutorial walks through the initial lighting of an desktop paper calendar type object. It uses a single spotlight and also discusses the rendering dialog box with emphasis on the Detail channel.
Dice Texturing and Rendering  
Part 1
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Part 2
Part 1. This texturing and lighting tutorial shows how to set up the red material used on the dice. It walks through the use of the Lightdome, the use of an HDRI image, several lighting render controls (angular deviation, raydiosity amplifier) and the use of the Fresnel interpolator.
Part 2. This texturing tutorial shows how to add extra materials to the dice, including the white dimples, and materials to individualize each dice instance.
Glass & Liquid  
Part 1
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Part 2
Part 1. This tutorial walks through the scene setup and basic object model for a glass object which will eventually contain some liquid. This tutorial is geared toward the beginner.
Rendering Splines as Polygons, considerations. This tutorial discusses why using the Render Splines as Polygons option is important for render speed (if spline based objects are used in the scene). It also discusses ways to optimize a spline based object for conversion to a polygon-based structure.
Light bounces, direct and indirect light considerations  
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This lighting tutorial discusses the difference in light bounces when from direct and indirect sources.
Mints Package  
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Rendering with Luminous Geometry. This texturing and rendering tutorial shows how to setup the materials for this candy container, including some candies inside. It also walks through a simple lighting setup using luminous geometry.
Paper Desk Calendar  
Part 1
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Part 2
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Part 3
Part 1, Diffuse Light, Direct. This beginners tutorial walks through the initial lighting of an desktop paper calendar type object. It uses a single spotlight and also discusses the rendering dialog box with emphasis on the Detail channel.
Part 2, Diffuse Light, Indirect. This beginners tutorial is a continuation of the lighting of a desktop paper calendar type object. It shows how to use indirect illumination (raydiosity/global illumination), both from the spot light and also from the Lightdome.
Part 3, Shadow Quality. This lighting tutorial shows how to improve the quality of shadows for direct light sources.
Setting up an architectural interior for rendering  
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This tutorial discusses many aspects of setting up an interior architectural scene for rendering. This includes: adjusting materials to use fresnel reflections (including proper energy balance); using multiple raydiosity bounces; adjusting raydiosity amplifier; raydiosity samples and cache settings; adjusting render Detail settings (Pixel Detail Block Size, etc.); Adaptive Shadow Sampling; custom surface controls; and more. NOTE: This is a bit of a longer tutorial so have patience 🙂
Understanding Adaptive Sampling  
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This quick tutorial shows how to use the Adaptive Sampling variable in the Details tab of the rendering dialog to control the quality of blurry reflections.
Understanding the difference between Brightness and Intensity in the Lightdome  
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This rendering tutorial discusses the difference between the Intensity and Brightness function. in the Lightdome and how to use them in concert with each other. It also discusses how to use the Soften function for a unique way of viewing HDRI images.
Using custom render controls to fix possible raydiosity cache artifacts  
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This rendering tutorial shows how to use custom render controls to prevent raydiosity cache artifacts while also maintaining good render time.
Using luminous geometry to light a scene  
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This lighting and rendering tutorial shows how to use luminous geometry to light the scene. It also uses the Lightdome during the second section to add additional illumination and reflections. In addition to the use of light panels, it also discusses how to create a glossy metallic paint type of setup.
Volumetric Gradient Coloration  
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Using Colorized Volumetric Light. This tutorial shows how to create volumetric lighting (using fog), assigned to a spot light, that is colorized by a bitmap.
Wall Outlet  
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Outlet on a wall rendering. This is the third part of the wall outlet project. It walks through the texturing and rendering of the wall outlet.

 

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