- Page 1 and 2: mental ray Architectural and Design
- Page 3 and 4: Table of Contents1 Introduction 11.
- Page 5: Table of Contentsix3.8.3 Examples .
- Page 9 and 10: Chapter 2Architectural Material2.1
- Page 11 and 12: 2.2 Fundamentals 52.2.1.1 A Note on
- Page 13 and 14: 2.3 Features 7Hence, when using GI:
- Page 15 and 16: 2.3 Features 9The rules are as foll
- Page 17: 2.3 Features 11In the real world
- Page 21 and 22: 2.3 Features 152.3.7 Performance Fe
- Page 23 and 24: 2.4 Quick Guide to the Material Par
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- Page 55 and 56: 2.6 Tips and Tricks 49• For extre
- Page 57 and 58: 2.6 Tips and Tricks 51Diagram for g
- Page 59 and 60: 2.6 Tips and Tricks 53There is one
- Page 61 and 62: 2.6 Tips and Tricks 55• Glass-Liq
- Page 63 and 64: 2.6 Tips and Tricks 57Enjoy the tro
- Page 65 and 66: 2.6 Tips and Tricks 59Many small ad
- Page 67 and 68: Chapter 3Sun and Sky3.1 Introductio
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3.4 Common Parameters 633.3 Importa
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3.5 Sun Parameters 65• saturation
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3.6 Sky Parameters 67light"sun",# T
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3.6 Sky Parameters 69• sun direct
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3.8 Sky- and Environment Portals 71
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3.8 Sky- and Environment Portals 73
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3.8 Sky- and Environment Portals 75
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3.8 Sky- and Environment Portals 77
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3.8 Sky- and Environment Portals 79
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3.8 Sky- and Environment Portals 81
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3.9 Photometric Lights 833.9 Photom
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3.9 Photometric Lights 85• When i
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88 4 Camera- and Exposure EffectsAl
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90 4 Camera- and Exposure Effects4.
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92 4 Camera- and Exposure Effects1,
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94 4 Camera- and Exposure EffectsTh
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96 4 Camera- and Exposure Effectscr
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98 4 Camera- and Exposure EffectsEv
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100 4 Camera- and Exposure EffectsS
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Chapter 5General Utility Shaders5.1
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5.2 Environment Blur 105replaced by
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5.2 Environment Blur 107But what is
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5.2 Environment Blur 109Glossiness
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5.3 Light Surface 111An example of
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5.3 Light Surface 113the other two
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5.3 Light Surface 115Complex geomet
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5.3 Light Surface 117Another exampl