Introduction to Mantra in Houdini
Available for iPhone

Preview Course

Lesson Outline (33 lessons)
Learn a time-saving workflow to Houdini's production-class renderer. Gain a firm understanding of the powerful rendering tools available in Mantra and learn fundamental techniques for micropolygon, raytracing, and physically-based rendering. Contains over 3.5 hours of project-driven training for artists new to Mantra.

Popular highlights include: Mantra Overview; Working with Shaders; Rendering Methods; Environment Lights; Rendering in Passes; Rendering Multiple Channels; Deep Raster Output; Rendering to Different Files; Micropolygon Rendering; Raytracing; Physically Based Rendering; Global Illumination Techniques; Path-tracing; Final Gather; Ambient Occlusion; Image-based Lighting; Caustics; Shadows; Geometry Shaders; Outline Rendering with Wren; Volumetric Rendering; Mantra Archive; Depth of Field; 3D Motion Blur; Transform Motion Blurs; Deformation Motion Blurs; Velocity Motion Blurs; Compositing Techniques;

1. Introduction and Project Overview

3. Rendering basics

5. Using Mplay

7. Rendering extra channels

9. Compositing deep/shallow outputs

11. Compositing and matte shading

13. Adding shadows and creating a shadow pass

15. Depth of Field effects

17. Motion Blur: Deformation

19. Velocity Blur Tricks

21. Raytrace engine

23. Converting to RAT files

25. Image-Based Lighting

27. GI Cache and Final Gather

29. Editing shaders and lighting for a better Caustic pass

31. Building and rendering clouds using volumetric system

33. Mantra archiving

2. Working with project files

4. Rendering image sequences

6. Using mcp

8. Rendering planes to separate files

10. Rendering in passes

12. Rendering with Takes

14. Completing and rendering a shadow pass

16. Motion Blur: Transformation

18. Motion Blur: Velocity

20. Micropolygon Rendering engine

22. Physically Based Rendering engines

24. Ambient Occlusion

26. GI Path-tracing

28. Adding Caustic effects to the render

30. Outline rendering

32. Converting the geometry into a volume using Metaballs



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