(DAY 1)
| 0800-0930 |
Linear Workflow/ Physical Workflow
Topics: Linear Workflow, Gamma, Color Mapping, Clamp, Float, EXR Files, Gamma Corrected Colors, Excel Formula, Colormunki Script, Physical Values |
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| 0930-1030 |
VrayPhysical Camera/ VrayFrameBuffer
Topics: Physical Camera, Exposure Tables, VrayFrameBuffer for Exposure |
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| 1030-1200 |
Image Based Lighting/ HDRI and VHDRI
Topics: VRaySun and Sky, Using VrayFrameBuffer to Measure Values
Image Based Lighting, HDRI and VHDRI, VRayDomeLight |
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| 1300-1330 |
VRayLightMaterial and Physical Values
Topics: VrayLightMtl, controlling Output and values |
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| 1330-1500 |
Render Elements and Compositing (incl. Ambient Occlusion)
Topics: Render Elements, Using Render Elements to Troubleshoot Renderings, Render Element Math and Compositing, Vrayimagefile, ProEXR, Ambient Occlusion, ZDepth |
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| 1500-1600 |
GI Settings
Topics: GI Settings, Evaluate and Demonstrate Irradiance, Light Cache and Brute Force |
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| 1600-1700 |
Image Sampling, Speed vs. Noise
Topics: Antialiasing, Color Threshold, Noise Threshold |
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| 1700-1800 |
Color Management
Topics: Color Management theory and practical workflows (Jeff Mottle) |
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(DAY 2)
| 0800-1000 |
Interior Lighting Techniques
Topics: Interior Lighting, VRayIES Files, VRayLights/ Skylight Portals/ VRayMeshLight, Glazing |
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| 1000-1200 |
Interior Rendering and Troubleshooting
Topics: Area Light Values, Glossy Sampling, Noise VRayMaterials/ VRayBlendMTl, Brute Force By Material, Floor Generator Script, MaterialbyElement, VRayNormalMap/ CrazyBump Demo |
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| 1300-1400 |
Managing Large Scenes
Topics: 32 vs. 64 bit/ Vray Proxies, Dynamic Memory, MultiScatter |
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| 1400-1500 |
Exterior Night Lighting Techniques
Topics: VRaySphereLight, Night Lighting Set Up |
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| 1500-1600 |
Exterior Night Rendering and Compositing
Topics: Rendering and Compositing Lighting Passes Individually |
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| 1600-1700 |
GI Techniques for Animation
Topics: Irradiance and Incremental Add to Map, Light Cache Flythrough, Brute Force |
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| 1700-1800 |
VRayRT, VRayRT GPU and Progressive Path Tracing |
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