| 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 | |