Folders 
<parent>  
images  
scripts  
wwhdata  

File 
2D and 3D texture positioning 
2D and 3D textures 
2d Placement 
2D_textures.html 
3d Placement 
3D_textures.html 
A typical direct light/shadow workflow 
A typical rendering workflow 
About 2D textures 
About 3D textures 
About backgrounds 
About Color Utilities 
About displacement material 
About environment textures 
About General Utilities 
About hardware shaders 
About shading networks 
About surface materials 
About surface relief 
About Switch Utilities 
About the mental ray for Maya renderer 
About volumetric materials 
About_rendering_and_renderers.html 
About_shading_and_texturing_surfaces.html 
About_the_mental_ray_renderer.html 
Absorption, reflection, and refraction of light 
Adding a bump map to the mia_material shader 
Adding sun and sky to your scene 
Adding toon lines and shading to a scene 
Adjust a camera’s attributes 
Adjust a light source’s attributes 
Adjust anti-aliasing 
Adjust anti-aliasing in mental ray for Maya 
Adjust bake set attributes 
Adjust color values 
Adjust conversion options 
Adjust depth of field 
Adjust displacement sampling rates 
Adjust NURBS tessellation settings 
Adjust output image filtering 
Adjust per-object anti-aliasing parameters 
Adjust polygonal tessellation 
Adjust scene anti-aliasing parameters (Maya software) 
Adjust subdivision surface tessellation 
Adjust the size of the glow object 
Adjust_a_spot_lights_light_circle.html 
Adjust_decay.html 
Adjust_node_attributes.html 
Adobe Photoshop texture networks 
Advanced information 
Advanced_mental_ray_for_Maya_shading.html 
Advanced_mental_ray_for_Maya_shadingo.html 
Aim a camera 
Ambient Light Attributes 
Ambient occlusion concepts 
Angle of view (focal length) 
Animate a node attribute 
Animation playback control keys 
Anisotropic 
Anti-aliasing and flicker 
Appendices.html 
Appendicesbrb.html 
Appendix A: Extra mental ray render settings 
Appendix A: mental ray user data nodes 
Appendix B: Creating camera output passes with mental ray for Maya 
Appendix B: Phenomenizer 
Apply barn doors (shutters) to a beam of light  
Apply_and_adjust_basic_direct_lighting.html 
Approximation 
Approximation nodes 
Approximation styles 
Approximation_Editor.html 
Approximation_in_mental_ray_for_Maya.html 
Area Light Attributes 
Array Mapper 
Artifacts 
ASHLI shaders 
Assemble nodes into logical groupings using container nodes in the Hypershade 
Assign a shading group from the Shader Library  
Assign an approximation node 
Assign custom text to an object or shader  
Assign different component shading for each render layer 
Assign existing materials to surfaces 
Assign objects to existing bake sets 
Assign shaders to polygon faces 
Assign text to entities 
Atmosphere.html 
Atmospheric_effects_in_mental_ray_for_Maya.html 
Backgrounds.html 
Bake lightmaps from the command line 
Bake sets 
Bake_set_nodes.html 
Baking illumination and color 
Baking illumination and color 
Baking to textures and vertices 
Baking with final gather 
Baking_textures_and_Prelighting.html 
Baking_textures_and_prelighting_in_mental_ray_for_Maya.html 
Baking_textures_in_mental_ray_for_Maya.html 
Basic color and texture backgrounds 
Basics_of_Lighting.html 
Basics_of_mental_ray_for_Maya_shading.html 
Basics_of_mental_ray_for_Maya_shadingn.html 
Batch and command-line render with layers 
Batch render a still or animation 
Batch renders from within Maya (UI) 
Blend Colors 
Blinn 
blur2d 
Bookmarks > Bookmark Editor 
Bookmarks > Create Bookmark 
Brownian 
Build phenomena 
Build_shading_networks.html 
Bulge 
Bump 2d 
Bump 3d 
Bump maps 
Cache texture tiles using BOT (block ordered texture) 
Camera aim  
Camera_set_up.html 
Cameras.html 
Cast_shadows.html 
Cast_shadowsad.html 
Catch shadows for an alpha channel 
Caustics 
CgFX Shader 
CgFX shaders 
Change bounding box scale 
Change default connection line colors 
Change existing render node attribute connections 
Change the set of slaves used for mental ray for Maya renders  
Change the visual effect of fog, smoke, or dust 
Checker 
Choose a rendering method 
Clamp 
Clear Coat 
Clipping planes 
Cloth 
Cloud 
Color bleed 
Color, Depth, and Mask (alpha) channels 
Color_Utilities.html 
Combine global illumination with final gather 
Command line render 
Command line render 
Command line renderer 
Command line rendering 
Command_line_renderer.html 
Common Environment texture attributes 
Common flags for the command line renderer 
Common surface material attributes 
Common surface material Specular Shading attributes 
Common Volumetric material attributes 
Compositing Interoperability Plug-in for Toxik 
Compositing_Interoperability_Plugin.html 
Condition 
Configuration files 
Connect a displacement map 
Connect a texture as a displacement map 
Connect default output to a specific input attribute 
Connect render nodes by dragging existing connection lines 
Connect render nodes using the Connection Editor 
Connect render nodes using their default connections 
Connect_nodes.html 
Connection Editor  
Contrast 
Control a spot light’s circle boundary 
Control animation playback in FCheck 
Control Fine approximation triangles  
Control highlights of an area light  
Control soft lighting distribution 
Control visibility/reflection per layer 
Control which objects cast shadows 
Control_area_lights.html 
Control_Fine_approximation_triangles.html 
Convert a displacement to polygons 
Convert a PSD node to a file texture 
Convert a texture or shading network to a File Texture 
Convert toon lines to polygons 
Crater 
Create > Cameras > Camera 
Create > Cameras > Camera and Aim 
Create > Cameras > Camera, Aim, and Up 
Create > Create Render Node 
Create > Lights > Ambient Light 
Create > Lights > Area Light 
Create > Lights > Directional Light 
Create > Lights > Point Light 
Create > Lights > Spot Light 
Create > Lights > Volume Light 
Create > Volume primitives  
Create a 3D image file background 
Create a bake set 
Create a Bake Set tab in Hypershade 
Create a basic color background 
Create a camera 
Create a light optical effect 
Create a material 
Create a Maya light source 
Create a mental ray area light 
Create a node 
Create a PSD file with layer sets from within Maya 
Create a static image file background 
Create a texture background 
Create an ambient occlusion map with the Transfer Map tool 
Create an animated image file background 
Create an approximation node 
Create and load a plug-in multipixel filter 
Create and view depth files 
Create bar 
Create blurry reflections using mental ray for Maya 
Create custom spot light intensity or color decay 
Create double-sided shaded surfaces 
Create environments that glow 
Create Hypershade tabs 
Create illuminated fog 
Create lightmaps by baking textures and vertices 
Create menu 
Create texture maps with the Transfer Map tool 
Create Texture Reference Object  
Create true reflections 
Create, edit and delete user framebuffers 
Create, edit, assign approximation nodes 
Create, edit, or position an image plane 
Create.html 
Create_a_mental_ray_area_light_source.html 
Create_and_assign_materials_to_surfaces.html 
Create_and_use_a_camera.html 
Create_and_use_custom_mental_ray_shaders.html 
Create_approximation_nodes.html 
Create_glows_halos_or_lens_flares.html 
Create_nodes.html 
Createaq.html 
Createbq.html 
Creating and using mirrored normal maps on a character or object 
Custom mental ray text 
Custom vertex data 
Decrease_file_size_Maya_Vector_renderer.html 
Default lighting in Maya 
Delete a node and its network 
Delete a render node connection 
Delete information not relevant to the renderer 
Depth compositing with image planes 
Depth map and raytraced shadows 
Determine a light’s area of illumination 
Determine which objects to tessellate 
Diagnose_scene_problems.html 
Diagnose_scene_problems_.html 
Direct_light_sources.html 
Directional Light Attributes 
Disable the initial load of a file texture image 
Displacement maps 
Displacement_material.html 
Display a high dynamic range image 
Display keys 
Display NURBS tessellation triangles 
Display subdivision surface tessellation triangles 
Display_high_dynamic_range_images.html 
Distance Between 
Double Switch 
Double-sided shaded surfaces 
Duplicate a node 
Duplicate an existing render layer 
Dynamic Attributes 
Dynamic attributes for mental ray custom shaders 
Dynamic Attributes for Rendering 
Dynamic_Attributes_for_mental_ray_for_Maya.html 
Edit > Collapse Container 
Edit > Convert PSD to File Texture 
Edit > Convert PSD to Layered Texture 
Edit > Convert to File Texture 
Edit > Create Container 
Edit > Create PSD Network 
Edit > Delete (Hypershade) 
Edit > Delete All by Type 
Edit > Delete Duplicate Shading Networks 
Edit > Delete Unused Nodes 
Edit > Duplicate (Hypershade) 
Edit > Edit PSD Network 
Edit > Edit Texture 
Edit > Expand Container 
Edit > Remove Container 
Edit > Render Texture Range 
Edit > Revert Selected Swatches 
Edit > Select All by Type 
Edit > Select Materials from Objects 
Edit > Select Objects with Materials 
Edit > Test Texture 
Edit > Update PSD Networks 
Edit an approximation node 
Edit PSD Networks 
Edit the maya.rayrc file 
Enable color, depth, and mask channels for rendered images 
Env Ball 
Env Chrome 
Env Cube 
Env Sky 
Env Sphere 
Environment Fog 
Environment_textures.html 
Exclude an object from an occlusion render 
Export a .mi file and render with mental ray 
Export_mi_files_.html 
Exporting .mi files 
FCheck Control Bar  
FCheck File menu 
FCheck Help menu (Windows) 
FCheck hotkeys 
FCheck Mouse controls 
FCheck options 
FCheck options list 
FCheck supported file formats 
Fcheck View menu (Windows) 
FCheck windows 
FCheck.html 
FCheckca.html 
Feature-based displacement 
Feature-based displacement map attributes 
Featurebased_displacement_map.html 
FieldAssembler 
File 
File > Export All, Export Selection (mental ray) 
File > Export Selected Network 
File > Import (Hypershade) 
File > Import Selected Image Files 
File > Import Selected Scene Files 
File formats 
File output location 
File textures 
Filebp.html 
filePaste 
fileStats 
Final gather 
Final Gather 
Final gather and ambient occlusion 
Final gather sample workflow  
Final_gather_and_HDRI.html 
Flag objects to cast and receive photons 
Fluid Shape 
Fluid Texture 2D 
Fluid Texture 3D 
Focus and blur 
Fog, smoke, dust, and silt 
Fog, smoke, dust, and silt 
Fractal 
Frame all objects 
Frame numbering and padded numbers 
Frame part of a scene 
Frame selected objects 
Frame_your_scene_.html 
Frames vs. Fields 
Framing_objects_with_a_camera.html 
from100to97 
fStop (aperture) and shutter speed/angle 
Gamma Correct 
General_Utilities.html 
Global illumination 
Global illumination and caustics 
Global illumination and caustics workflow 
Global illumination, caustics, and final gather 
Global_illumination_and_caustics.html 
Glow_nodes.html 
Glows, halos, and lens flares 
Granite 
Graph > Add Selected to Graph 
Graph > Clear Graph 
Graph > Graph Materials on Selected Objects 
Graph > Input and Output Connections 
Graph > Input Connections 
Graph > Output Connections 
Graph > Rearrange Graph 
Graph > Remove Selected from Graph 
Graph > Show Next Graph 
Graph > Show Previous Graph 
Grid 
Hardware Render Buffer global settings 
Hardware Render Buffer menus 
Hardware Render Buffer window 
Hardware, software, and vector rendering 
Hardware_Render_Buffer.html 
Hardware_shaders.html 
Height Field 
Hide and show toon lines 
Hide shape and transform nodes in Hypershade 
Hide, resize or customize the Create bar 
High Dynamic Range Imaging (HDRI) 
Hsv to Rgb 
Hypershade main toolbar 
Hypershade menus 
Hypershade tab toolbar 
Hypershade top tabs 
Hypershade window 
Hypershade.html 
Hypershade_toolbars.html 
Image adjustment keys 
Image based lighting node attributes 
Image file backgrounds 
Image plane 
Image_Planes.html 
Image_quality_and_render_speed.html 
Image-based lighting (sky-like illumination) 
imconvert (Image Magick) 
imgcvt 
Import and export shading networks 
Improve_rendered_image_quality.html 
Increase camera views render speed 
Increase overall rendering speed 
Increase overall rendering speed in mental ray for Maya 
Increase shadow rendering speed 
Increase shadow rendering speed in mental ray for Maya 
Increase surface rendering speed 
Increase surface rendering speed in mental ray for Maya 
Increase_render_speed.html 
Increase_render_speedbn.html 
Indirect (global) vs. direct illumination 
Interactive Photorealistic Rendering (IPR) 
Interactive Photorealistic Rendering (IPR) for mental ray for Maya 
Interactively place a spot, area or directional light 
Interactively set decay regions 
interlace 
Introduction to rendering 
Introduction to Tessellation and Approximation 
Irradiance as the source of light 
Lambert 
Layer shaders 
Layered Shader 
Layered shaders 
Layered texture 
Layers_and_passes.html 
Leather 
Light and shadow in the real world 
Light decay 
Light Effects 
Light Fog 
Light Info 
Light linking 
Light_nodes.html 
Light_specific_surfaces.html 
Lighting 
Lighting > Shadows 
Lighting > Specify Selected Lights 
Lighting > Two Sided Lighting 
Lighting > Use All Lights 
Lighting > Use Default Lighting 
Lighting > Use No Lights  
Lighting > Use Previously Specified Lights 
Lighting > Use Selected Lights 
Lighting/shading > Assign Existing Bake Set  
Lighting/shading > Assign Existing Material 
Lighting/shading > Assign New Bake Set  
Lighting/shading > Assign New Material  
Lighting/shading > Batch Bake (mental ray) 
Lighting/shading > Break Light Links 
Lighting/shading > Break Shadow Links 
Lighting/shading > Light Linking  
Lighting/shading > Make Light Links 
Lighting/shading > Make Shadow Links 
Lighting/shading > Material Attributes 
Lighting/shading > Select Lights Illuminated by Object 
Lighting/shading > Select Objects Illuminated by Light  
Lighting/Shading > Transfer Maps 
Lighting_menus.html 
Lighting_nodes.html 
Lighting_Windows_and_Editors.html 
Lightingat.html 
Lightingshading.html 
Lightingshadingas.html 
Limitations of baking to textures 
lineModifier node 
Link light sources to surfaces 
Link light sources to surfaces to control shadow calculations  
Link sets of lights and objects 
Load shaders 
Look at selected objects 
Look through another camera 
Look_through_select_a_camera.html 
Luminance 
Make an existing camera renderable 
Managing Maya network rendering 
Map a 2D or 3D texture 
Map_and_position_textures.html 
Mapping methods 
Mapping_and_positioning_textures.html 
mapVizShape node 
Marble 
Mask and depth channels 
Material_nodes__Maya_software.html 
Maya camera types 
Maya Hardware renderer  
Maya render diagnostics 
Maya software 
Maya Software renderer 
Maya Vector renderer 
Maya_materials.html 
Maya_materials_and_textures.html 
Maya_network_rendering.html 
Maya_Render_Nodes.html 
Maya_tessellation.html 
Maya_textures.html 
mental ray 
mental ray Approximation Editor 
mental ray Area Light 
mental ray Area Light Attributes (created using area light) 
mental ray Area Light Attributes (created using spot light) 
mental ray attributes for lights (point, spot, directional, area) 
mental ray Custom text editor  
mental ray for Maya custom shaders 
mental ray for Maya diagnostics 
mental ray for Maya displacement 
mental ray for Maya error handling and diagnostics 
mental ray for Maya geometry types 
mental ray for Maya motion blur 
mental ray for Maya nodes 
mental ray for Maya Output window messages 
mental ray for Maya reference links 
mental ray for Maya reference links 
mental ray for Maya reference links 
mental ray for Maya reflections 
mental ray for Maya renderer 
mental ray for Maya shaders 
mental ray for Maya shaders sample workflow 
mental ray for Maya Surface relief 
mental ray for Maya textures 
mental ray for Maya user framebuffers 
mental ray mia_material shader attributes 
mental ray network rendering: Satellite and standalone 
mental ray Shader connections 
mental ray shader language extensions 
mental ray shadow maps 
mental_ray_atmospheric_effects.html 
mental_ray_custom_shaders.html 
mental_ray_for_Maya_Lighting.html 
mental_ray_for_Maya_Lighting_concepts.html 
mental_ray_for_Maya_network_rendering.html 
mental_ray_for_Maya_Reference_Links.html 
mental_ray_for_Maya_reference_linksaa.html 
mental_ray_for_Maya_reference_linksbe.html 
mental_ray_for_Maya_rendering.html 
mental_ray_for_Maya_shadersr.html 
mental_ray_for_Maya_shadersz.html 
mental_ray_for_Maya_Shading.html 
mental_ray_for_Maya_shading_concepts.html 
mental_ray_for_Maya_transfer_maps.html 
mental_ray_Light_Source.html 
mental_ray_Output_window_messages.html 
mental_ray_Surface_relief.html 
mentalrayUserBuffer node attributes 
Merging display layers or render layers when importing files 
miDefaultOptions node 
Modify > Convert Displacement to Polygons 
Modify a mask channel 
Modify a mask channel 
Modify toon line attributes 
Modify.html 
Motion blur 
Motion_blur_and_depth_of_field.html 
Motion_Bluraz.html 
Mountain 
Move a camera to another location 
Move a light source to another location 
Move barn doors (shutters) of a spot light 
Move the center of interest or origin 
Move the Cone Radius of a spot light 
Move the Decay regions of a spot light 
Move the Penumbra Radius of a spot light 
Move the pivot point 
Movie 
Multiply Divide 
Naming render layers 
Network render with Maya software  
Network render with mental ray for Maya 
Network_rendering.html 
Network_renderingbc.html 
Network_renderingbo.html 
Noise 
NURBS objects tessellation 
NURBS surface, poly, and subD tessellation 
Objectspecific_mental_ray_attributes__Attribute_Editor.html 
Obtain quads for subdivision surfaces 
Ocean 
Ocean Shader 
Open a file in FCheck 
Open a PSD network in Adobe Photoshop from Maya 
Open and navigate Hypershade 
Open image sequences 
Open the Render Settings window 
Open the Render Settings window 
Open_and_customize_Hypershade.html 
Optical FX Attributes 
Options > Clear Before Graphing 
Options > Create Bar 
Options > Display (Work Area Only) 
Options > Keep Swatches at Current Resolution 
Organize render nodes with Hypershade sorting bins 
Other_textures.html 
Override approximation settings 
Overview of building shading networks 
Overview of FCheck 
Overview of FCheck features 
Overview of network rendering  
Overview of network rendering  
Overview of texture nodes 
Paint additional lines in toon scenes 
Paint toon line attributes 
Panel_menus.html 
Panel_menusbt.html 
Participating media 
Particle Cloud 
Perform_command_line_rendering.html 
Perform_command_line_renderingbl.html 
Perform_final_renders_from_within_Maya.html 
pfxToonProfileShader node 
pfxToonShape node 
Phenomena 
Phong 
Phong E 
Photon maps 
Photon tracing 
Photon_and_final_gather_nodes.html 
Photon_maps_and_photon_tracing.html 
Pixel aspect ratio 
Place 2d Texture 
Placement_nodes_.html 
Plan light sources 
Plus Minus Average 
Point Light Attributes 
Position 2D textures and labels 
Position 3D textures 
Position_features_of_a_light_interactively.html 
Pre Render MEL and Post Render MEL scripts 
Preview layers 
Preview the displacement results 
Primary vs. secondary tessellation passes 
Procedural textures 
Produce raytraced shadows 
Projection 
Quad Switch 
Quality_render_speed_diagnostics.html 
Quality_render_speed_diagnosticsbb.html 
Ramp 
Ramp Shader 
Raytracing concepts 
Recycling rendered images to save time 
Reduce artifacts and flicker 
Reduce_render_memory_usage.html 
Reducing memory usage 
Reflection_and_Environment.html 
Relate Maya custom shaders to mental ray for Maya custom shaders 
Remap Color 
Remap HSV 
Remap Value 
Remove material overrides from objects in any render layer 
Remove or hide a background 
Remove shadows 
Render > Batch Render 
Render > Cancel Batch Render 
Render > Export All Layers to Toxik 
Render > Export Selected Layers to Toxik 
Render > IPR Render Current Frame 
Render > Redo Previous IPR Render 
Render > Redo Previous Render 
Render > Render Current Frame 
Render > Render Diagnostics 
Render > Render Using > Maya Hardware 
Render > Render Using > Maya Software 
Render > Render Using > Maya Vector 
Render > Render Using > mental ray 
Render > Set NURBS Tessellation 
Render > Show Batch Render 
Render > Test Resolution 
Render a region of your scene 
Render a separate global illumination pass 
Render a single frame 
Render all or some objects from a camera 
Render color per vertex in mental ray for Maya 
Render depth map shadows 
Render detail shadow maps in mental ray for Maya 
Render finitely distant illumination and reflection 
Render from a command line 
Render from the command line 
Render infinitely distant (sky-like) illumination and reflection 
Render layer concepts 
Render Layer editor window 
Render layer overview 
Render Layer render attributes 
Render layers example: automotive preview 
Render layers to PSD format 
Render multiple scenes 
Render node attributes 
Render node connections 
Render node utilities 
Render nodes 
Render parts of a scene separately 
Render passes 
Render raytraced shadows 
Render selected objects 
Render Settings for Lighting 
Render Settings window 
Render Settings: Common tab 
Render Settings: Maya Hardware tab 
Render Settings: Maya Software tab 
Render Settings: Maya Vector tab 
Render Settings: mental ray tab 
Render speed 
Render Stats 
Render tiles 
Render View menu bar 
Render View rendering 
Render View toolbar 
Render with Caustics 
Render with final gather 
Render with global illumination 
Render with several processors 
Render_Layer_attributes.html 
Render_Layer_editor.html 
Render_multiple_scenes.html 
Render_node_utilities.html 
Render_output.html 
Render_Settings.html 
Render_tiles_in_the_Maya_Software_renderer.html 
Render_time_smoothing_of_polygon_meshes.html 
Render_View.html 
Render_with_global_illumination_and_caustics.html 
Renderer > <Custom Renderer> 
Renderer > Default Quality Rendering 
Renderer > High Quality Rendering 
Renderer.html 
Renderers.html 
Renderer-specific flags for the command line renderer 
Rendering 
Rendering 
Rendering Flags window 
Rendering utilities 
Rendering_Flags.html 
Rendering_menu_set.html 
Rendering_menu_setar.html 
Rendering_menu_setbs.html 
Rendering_menus.html 
Rendering_methods.html 
Rendering_nodes.html 
Rendering_Utilities_Tools.html 
Rendering_Utilities_Windows_and_Editors.html 
Rendering_Windows_and_Editors.html 
Renderingau.html 
Resolution 
Retune the final gather settings for pre-Maya 6.5 scenes 
Reuse depth maps 
Reverse 
Rgb to Hsv 
Rock 
Run diagnostics 
Run Pre Render MEL or Post Render MEL scripts 
Safe display regions for TV production 
Sample diagnostic messages 
Sampler Info 
Save images or sequences  
Save sequential camera movements 
Scattering 
See shading and lights in a scene view  
See shadows in the scene view 
See the distribution of photons 
Select a renderer 
Select lights illuminating a specific object 
Select objects illuminated by a specific light 
Select the current scene view’s camera 
Set file name syntax 
Set IPR options 
Set motion blur 
Set motion blur in mental ray for Maya 
Set node attributes 
Set Paint Effects rendering options 
Set per-material vector rendering options 
Set Range 
Set raytracing quality 
Set rendered images output location 
Set scene-wide photon tracing overrides 
Set the rendered image file format 
Set the resolution and pixel aspect ratio 
Set up a master machine with mental ray for Maya or mental ray for Maya Satellite 
Set up a master machine with mental ray standalone (method 1) 
Set up a master machine with mental ray standalone (method 2) 
Set up mental ray for Maya raytracing 
Set_scene_options.html 
Set_scene_optionsbi.html 
Setting Fine approximation cache limit 
Shading 
Shading group node attributes 
Shading Map 
Shading_group_node.html 
Shading_menus.html 
Shading_networks.html 
Shading_Nodes.html 
Shading_Windows_and_Editors.html 
Shadingf.html 
Shadow attributes 
Shadow catching 
Shadow in Maya 
Shadow linking 
Shadow.html 
Shadow_in_mental_ray.html 
Shared 2D texture attributes 
Shared 3D texture attributes 
Shared surface material sections 
Show node connections 
Show top and bottom level tabs 
Show, hide, or resize a light manipulator 
Simulate fog, smoke, or dust 
Simulate reflections with Env Ball 
Simulate reflections with Env Cube 
Simulate reflections with Env Sphere 
Simulated reflections 
Simulating the sun and sky 
Single Switch 
Size and position an image file background 
Sketch_out_guidelines_lipstick_for_paint_application.html 
Slave machine setup 
Small_Utilities.html 
Smear 
Smooth polygon meshes at render time 
Snow 
Solid Fractal 
Some menu items are renderer-specific. For example, IPR menu items appear only for Maya software rendering. 
Sorting Bins 
Sources of direct light 
Specify frame or field rendering 
Specify light parameters 
Spot Light Attributes 
Start FCheck 
Stencil 
Stop a command line render 
Store and reuse Final Gather results 
Strategies to decrease vector render file size 
Stucco 
Studio Clear Coat 
Subfolders and names of rendered images 
Submit a job to render over the network 
Supported save formats 
Surf. Luminance 
Surface Approximation settings (Attribute Editor) 
Surface Shader 
Surface shading 
Surface texture 
Surface, displacement, volumetric materials  
Surface_materials.html 
Surface_Relief.html 
Swatch rendering for any renderer 
Swatch rendering in mental ray for Maya 
Switch_Utilities.html 
Tabs > Create New Tab 
Tabs > Current Tab  
Tabs > Move Tab Up, Down, Left, Right 
Tabs > Remove Tab 
Tabs > Rename Tab 
Tabs > Revert to Default Tabs 
Tabs > Show Bottom Tabs Only 
Tabs > Show Top and Bottom Tabs 
Tabs > Show Top Tabs Only 
Tessellate_NURBS_surfaces.html 
Tessellate_polygonal_surfaces.html 
Tessellate_subdivision_surfaces.html 
Tessellation.html 
Tessellation_and_Approximation.html 
Tessellation_and_approximationav.html 
Test render a low-res animation 
Test render a low-res still or frame 
Test textures (and texture ranges) 
Test_textures.html 
Texture Bake Set 
Texture filtering 
Texture Map 
Texture mapping 
Texture placement vs. label mapping 
Texture_nodes.html 
Texturing > Create PSD Network 
Texturing > Create Texture Reference Object  
Texturing > Delete Texture Reference Object 
Texturing > NURBS Texture Placement Tool  
Texturing > Select Texture Reference Object 
Texturing > Update PSD Networks 
Texturing.html 
The Node Factory 
The speed/quality tradeoff 
Tips for working with toon shading 
To create mental ray shadow maps 
Toon > Assign Fill Shader 
Toon > Assign Outline 
Toon > Assign Paint Effects Brush to Toon Lines 
Toon > Convert Toon to Polygons 
Toon > Create Modifier 
Toon > Get Toon Example 
Toon > Paint Line Attributes 
Toon > Reverse Surfaces 
Toon > Set Camera Background Color 
Toon examples 
Toon line connections 
Toon Shading 
Toon shading overview 
Toon.html 
Toon_menu.html 
Toon_nodes.html 
Toon_shadingamd.html 
Transfer Maps 
Triple Switch 
Troubleshoot 2D Motion Blur problems 
Troubleshoot 32 bit TIFF and IFF images are black  
Troubleshoot ambient occlusion transfer map appears grainy with lost details 
Troubleshoot animated objects swim through 3D texture 
Troubleshoot background surfaces show through 
Troubleshoot baking quality with final gather 
Troubleshoot black holes appear on rendered surfaces with displacement maps 
Troubleshoot cannot find main function 
Troubleshoot cannot open input file "shader.lib"  
Troubleshoot can’t see the place2DTexture swatch 
Troubleshoot caustics don’t work or look incorrect 
Troubleshoot crash or render abort 
Troubleshoot cube maps swap front and back images 
Troubleshoot dark spots or streaks on illuminated surfaces (outside of shadows) 
Troubleshoot Dmap resolution changes don’t update in IPR 
Troubleshoot edits in the Texture Editor don’t update in IPR 
Troubleshoot Environment Fog problems 
Troubleshoot error messages 
Troubleshoot final gather file problems 
Troubleshoot final gather ignores Render Stats settings 
Troubleshoot final gather renders black 
Troubleshoot fur shadows flickering 
Troubleshoot general mental ray for Maya rendering issues 
Troubleshoot global illumination doesn’t work or looks incorrect 
Troubleshoot glow flickers throughout animation sequence 
Troubleshoot grainy or flickering shadow edges (raytraced shadows) 
Troubleshoot grainy or flickering shadows in illuminated fog 
Troubleshoot grainy or jagged background image 
Troubleshoot hardware shadows produce unexpected results 
Troubleshoot HDR image warning message 
Troubleshoot highlight artifacts close to object edge 
Troubleshoot image plane displays black swatch 
Troubleshoot inaccurate shadows from shadow depth maps 
Troubleshoot jagged edges  
Troubleshoot jagged or flickering shadow edges 
Troubleshoot lights don’t cast shadows 
Troubleshoot lights don’t light the object 
Troubleshoot looping renders  
Troubleshoot memory exceptions 
Troubleshoot mental ray area lights created using point lights (Maya 7.0) 
Troubleshoot mental ray for Maya aborts rendering when using normal maps 
Troubleshoot Motion Blur 
Troubleshoot movies don’t play on Image Plane 
Troubleshoot movies files are slow to load 
Troubleshoot Multi-UVs for NURBS don’t software render 
Troubleshoot my blurred file texture looks crisp, not blurred 
Troubleshoot Network rendering with mental ray for Maya 
Troubleshoot no photons stored after emitting 10000 photons  
Troubleshoot node factory errors in Script Editor 
Troubleshoot Normal Mapping 
Troubleshoot NURBS surface blend renders incorrectly 
Troubleshoot objects vibrate when an animation is rendered as fields 
Troubleshoot photon tracing limitations  
Troubleshoot photons are not bright enough 
Troubleshoot projection texture swims over an animation 
Troubleshoot raytraced shadow artifacts 
Troubleshoot render layers do not render correctly when exporting a .mi file