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Table Of Contents

Architectural and Design Visualization Shader Library
1.1 About the Library
1.2 Introduction
1.2.1 What is the mia material?
1.2.2 mental ray 3.6 enhancements and mia material x
1.2.3 Structure of this Document
1.3 Fundamentals
1.3.1 Physics and the Display
1.3.1.2 Tone Mapping
1.3.2 Use Final Gathering and Global Illumination
1.3.3 Use Physically Correct Lights
1.4 Features
1.4.1 The Shading Model
1.4.2 Conservation of Energy
1.4.5.1 Solid vs. Thin-Walled
1.4.5.2 Cutout Opacity
1.4.6.1 Built-in Ambient Occlusion
1.4.7 Performance Features
1.5 Quick Guide to the Material Parameters
1.6 Detailed Description of Material Parameters
1.6.2.1 Basic Features
1.6.2.2 Performance Features
1.6.3 Refractions
1.6.5 Anisotropy
1.6.6 BRDF
1.6.7.1 Built-in Ambient Occlusion
1.6.8 Advanced Rendering Options
1.6.8.1 Reflection Optimization Settings
1.6.8.2 Refraction Optimization Settings
1.6.8.3 Options
1.6.9 Interpolation
1.6.10 Special Maps
1.6.10.1 Bump Mapping
1.6.10.2 Cutout Opacity and Additional Color
1.6.11 Multiple Outputs of mia material x
1.6.11.1 Introduction
1.6.11.2 List of All Outputs
1.6.11.3 Proper Compositing
1.7 Tips and Tricks
1.7.1 Final Gathering Performance
1.7.2 Quick Guide to some Common Materials
1.7.2.1 General Rules of Thumb for Glossy Wood, Flooring, etc
1.7.2.2 Ceramics
1.7.2.3 Stone Materials
1.7.2.4 Glass
1.7.2.5 Colored Glass
1.7.2.6 Water and Liquids
1.7.2.7 The Ocean and Water Surfaces
1.7.2.8 Metals
1.7.2.9 Brushed Metals
Sun and Sky
2.1 Introduction
2.2 Units
2.3 Important Note on Fast SSS and Sun&Sky
2.4 Common Parameters
2.5 Sun Parameters
2.6 Sky Parameters
2.7 Sky- and Environment Portals
2.7.1 The Problem
2.7.2 The Solution
2.7.2.1 mia portal light
2.7.3 Examples
2.7.3.1 Without Portal Lights
2.7.3.2 With Portal Lights
Camera- and Exposure Effects
3.1 Tone Mapping
3.1.1 The “Simple” Tone Mapper
3.1.1.1 mia exposure simple
3.1.2 The “Photographic” Tone Mapper
3.1.2.1 mia exposure photographic
3.1.2.2 Examples
3.2 Depth of Field / Bokeh
General Utility Shaders
4.1 Round Corners
No round corners Round corners
4.2 Environment Blur
4.2.1 Shader Functionality and Parameters
4.2.2 Use Cases
4.3 Light Surface
4.3.1 Shader Functionality and Parameters
4.3.2 Use Cases
4.3.2.1 Illumination in General
4.3.2.2 Highlights vs. Reflections
4.3.2.3 Complex Light Distribution
5.1.1 Obtaining Sub-Components of the Rendering
5.1.2 Defining Characteristics of Light Sources
5.2 mia material api.h File Listing
5.2.1 Sample Shader Source
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Arch and Design

Arch and Design

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Published by: 3darchitecture on Nov 18, 2011
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11/18/2011

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