Light MIN SEC
Light type overview 7 21
Free versus target 5 0
Place lights by highlight 2 5
Navigating from within a spot or direct light 5 37
Intensity, mood, and the multiplier 4 17
Controlling intensity within spot or direct light 3 12
Limiting light over distance with decay or attenuation 7 10
Excluding light and shadow 4 17
Controlling light interaction with material shaders 3 18
Physically based light sources 3 52
Photometric distribution 3 49
Photometric intensity and color 3 37
Photometric luminaires in VIZ 4 51
Sunlight system 4 46
Daylight system 5 14
Strategies for arranging light sources 5 44
Projecting light on a screen 3 28
Shadow  
Projecting shadows with negative light 7 7
Faking shadows with materials 3 57
Mapping shadows 6 8
Raytracing shadows 4 32
Advanced raytraced shadows 4 4
Area shadows are softer 3 43
Global settings, light lister, and object properties 6 3
Cameras  
Creating and looking through cameras 6 9
Aiming and adjusting cameras 8 35
Orthographic cameras and clipping planes 2 59
Walkthrough navigation 2 24
Correcting for 2-point perspective 2 34
Simulating depth of field 5 25
Blurring objects in motion 3 26
Atmosphere and Effects  
Fog, smog, and haze 10 47
Volumetric light 6 48
Fire, smoke, and clouds 6 17
Lens effects 7 59
Interactive Exports  
Exporting VRML model 4 32
Viewing WRL file with client software 3 52
3D DWF and Autodesk Design Review 3 30
DVDs, phones, and game engines 3 55
Rendering Mechanics  
Using scene states for design alternatives 3 48
Print size wizard calculates pixel numbers 2 16
Render scene common items 6 29
Using safe frame to compose image 1 43
Render types limit output and save time 4 25
Scanline and Raytracer  
Tips and tricks using the scanline renderer 14 18
Choosing the right antialiasing filter 3 32
Supersampling is antialiasing within materials 2 41
Optimizing raytracing 5 40
Advanced Techniques  
Dome lighting technique using HDRdomeLight 10 57
Clay rendering with skylight and the light tracer 9 23
Image based lighting 5 43
High dynamic range reflection 7 39
Exporting panoramas 4 56
Crafting interactive panoramas with PTViewer 5 50
Altering lighting and materials for radiosity 17 12
Subdividing mesh and calculating radiosity 11 24
Regathering and radiosity exteriors 10 31
Mental Ray  
Altering lighting and materials for mental ray 13 9
Playing with global illumination photons 7 24
Understanding caustics and final gather 3 33
Boost sampling quality for photo-realism 5 42
Ambient occlusion in mental ray 6 53
Contour renderings in mental ray 3 11
Round corners special effect in arch-design 2 51
Wireframe over ambient occlusion composite 3 57
V-Ray  
VRay lights 4 57
VRay materials 6 46
VRay rollout mechanics 9 5
Color mapping and exposure control 6 5
Light cache GI engine 7 14
Irradiance map GI engine 6 48
VRay image sampling 3 31
Total 374 2277
411.95 mins
6.87 hours