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1、Global Switches(全局光照開(kāi)關(guān)設(shè)置)Geometry:幾何體 通用的參數(shù)Displacement:置換(勾選后使用VR自帶的置換,到不會(huì)影響MAX自帶的置換,不勾選VR的置換將不起作用。一般會(huì)選擇勾選)Force back face culling:強(qiáng)制背面消隱 (如勾選渲染時(shí)不顯示模型的背面,一般很少會(huì)勾選) lighting:燈光lights:燈光(燈光的總開(kāi)關(guān),不包括默認(rèn)燈光,一般勾選)default lights:默認(rèn)燈光(一般在布置燈光是取消勾選)hidden light:隱藏?zé)艄猓ü催x會(huì)渲染隱藏的燈光,一般勾選)shadows:陰影(為還原真實(shí)的物理現(xiàn)象,一般會(huì)勾選)

2、show GI only:只顯示GImaterials:材質(zhì)reflection、refraction:反射、折射(反射跟折射的總開(kāi)關(guān),取消所有物體的反射和折射都會(huì)消失)max depth:最大深度(指控制材質(zhì)反射和折射的最大反彈次數(shù),數(shù)值越高,渲染越慢。一般是在材質(zhì)球進(jìn)行單獨(dú)調(diào)節(jié),不會(huì)在此進(jìn)行統(tǒng)一的控制)max transp.levels:控制透明材質(zhì)被光線追蹤最大深度。值越高被光線追蹤就會(huì)越深,效果會(huì)越好,但渲染相對(duì)會(huì)越慢tansp.cutoff:控制VR對(duì)透明板材質(zhì)光線追蹤的終止值.保持默認(rèn)即可maps:貼圖(取消勾選在渲染時(shí)看不到貼圖,一般選擇勾選)fillter maps:勾選則使用

3、VR自身抗鋸齒進(jìn)行過(guò)濾。不勾選則以原始圖像渲染。filter maps for Gi:Glossy effects:是否打開(kāi)模糊效果,如不勾選場(chǎng)景里所有反射和折射將沒(méi)有模糊效果.一般默認(rèn)勾選.override materials:代替材質(zhì)(勾選后可以在旁邊的按鈕加入一種材質(zhì),此材質(zhì)代替場(chǎng)景里所有的材質(zhì).有利在測(cè)試燈光時(shí)提高渲染速度)override color 覆蓋顏色uninverted normal bumpasset transferSystem(系統(tǒng)設(shè)置)Raycaster Params(光線追蹤參數(shù)) Max Depth(最大深度)60 Min Leaf(最小樹(shù)葉)0Face/Lev

4、el(面/級(jí))2 Mem Limit(限制)400Distributed Rendering(分布式渲染設(shè)置)Distributed Rendering(分布式渲染) Settings(設(shè)置)Region Division(區(qū)域分割) Width(寬)48 Height(高)48Means(方法):Region W/H(區(qū)域 寬/高)Sequence(排序):Triangulation(三角剖分)Reverse Sequence(區(qū)域排序)Camera(照相機(jī)設(shè)置)Camera type(相機(jī)類型)Type(類型):Standard(標(biāo)準(zhǔn))Height(高度)400 Delta(深度)2 Ov

5、erride FOV(視野)45 Auto Fit Curve(自動(dòng)適合曲線)1Physical Camera(物理照相機(jī)) On(開(kāi))Type(類型):Still camera(靜止照相機(jī))Override Focal Length(焦距)40Shutter speed(快門(mén)速度)125 Film Width(寬)36 Distortion(矢真)0Shutter angle(快門(mén)角度)180 Zoom(焦距縮放)1 Lens shift(焦距移動(dòng))0Shutter offset(快門(mén)位移)0 F-number(焦距比數(shù))11 White balance(白平衡)Latency(潛伏)0 F

6、ilm speed (ISO)(感光度)125 Exposure(曝光) Vignetting(漸暈)Depth of Field(景深) On(開(kāi))Basic params基本參數(shù)Aperture(光圈)0.1 Sides(段數(shù))5 Rotation(旋轉(zhuǎn))0Center Bias(中心偏移)0 Anisotropy(各向異性)0 Subdivs(細(xì)分)6Override Focal Dist.(焦距)200Boken effects但影響Motion Blur(運(yùn)動(dòng)模糊) On(開(kāi))Duration(持續(xù)時(shí)間)1 Interval Center(間隔中心)0.5 Subdivs(細(xì)分)6B

7、ias(偏移)0 Geometry samples(幾何結(jié)構(gòu)采樣)2Environment(環(huán)境設(shè)置)GI (Skylight)(全局光照(天空光)1 M Reflection(反射)1 mBackground(背景)1 M Refraction(折射)1 mImage Sampler(圖像采樣設(shè)置)Image Sampler(圖像采樣)Fixed Rate(固定細(xì)分)Subdivs(細(xì)分)1 Adaptive QMC(自適應(yīng)準(zhǔn)蒙特卡羅)Min Subdivs(最小細(xì)分)1 Max Subdivs(最大細(xì)分)16Adaptive Subdivision(自適應(yīng)細(xì)分)Min Rate(最小比率)

8、-1 Max Rate(最大比率)2 Threshold(極限值)0.1 Normaks(法線)0.1Antialiasing filter(邊緣抗齒鋸過(guò)濾)On(開(kāi)) Area(面積):Size(大小)1.5DMC Sampler(準(zhǔn)蒙特卡羅采樣設(shè)置)Adaptive Amount(自適應(yīng)數(shù)量)1 Min Samples(最小采樣值)8Noise Threshold(噪波極限值)0.01 Subdiv Mult(細(xì)分倍增)1Path Sampler(路徑采樣器):Randomized Halton(使隨機(jī)化)Color Mapping(顏色映射設(shè)置)Multiplier(倍增)1 Burn

9、Value(曝光值)0.8 Affect Background(影響背景)Clamp Output(加強(qiáng)輸出) Sub-pixel(子像素貼圖)VFB Channels(VFB通道設(shè)置)VFB Channels(VFB通道):Atmosphere(空氣) Diffuse(漫反射) Shadow(陰影)Lighting(照明) GI(全局光照) Caustics(散焦) Raw GI(RAW全局光照)Raw Shadow(RAW陰影) Z-Depth(Z軸深度) Normals(法向) Background(背景)Displacement(置換)Edge Length(pix)(邊界長(zhǎng)度)4 M

10、ax Subdivs(最大細(xì)分)256 Amount(數(shù)量)1Relative to bbox(相對(duì)邊界盒) View-Dependent(依靠視圖) Tight Bounds(緊密跳躍)VFB channels (This option allows you to render separate elements of the image) 該選項(xiàng)允許您呈現(xiàn)圖像的單獨(dú)元素V-Ray Frame Buffer (VFB)Region Render: This option allows you to render a region of the scene in the V-Ray

11、Frame Buffer.How to use the V-Ray Frame Buffer:Click on the Region Render icon located in the V-Ray Frame buffer, then make a window selection on the render area.VFB Channel: This option allows you to render separate elements of the image.How to use the VFB Channel:You can enable the channels b

12、y clicking once to highlight them. In the image to the right, the blue highlighted channels are enabled and the white channels are disabled.如何使用之后的渠道:您可以通過(guò)單擊一次來(lái)激活通道,以突出顯示它們。在右邊的圖像中,藍(lán)色高亮顯示的通道是啟用的,而白色通道是禁用的。Output(導(dǎo)出設(shè)置)Output Size(導(dǎo)出大?。㎡verride Viewport(替代視窗)Width(寬) 320 640x480 / 1024x768 / 1600x1200

13、Height(高)240 800x600 / 1280x960 / 2048x1536Image Aspect(圖像比率)1.3333 L Pixel Aspect(像素)1 LRender Output(渲染導(dǎo)出) Save file(保存文件)V-Ray Raw Image File(VRay專用RAW格式圖像文件)Render to VRImage(渲染到VRay圖像)Animation(動(dòng)畫(huà)) On(開(kāi))Frame Rate(框架率) NTSC / PAL / Film(電影)/ Custom(自定義) FPS(幀)30Environment(環(huán)境設(shè)置)GI (Skylight)(全局

14、光照(天空光)1 M Reflection(反射)1 mBackground(背景)1 M Refraction(折射)1 mIndirect Illumination(間接照明設(shè)置)GI(全局光照) On(開(kāi)) Reflect Caustics(反射) Refract Caustics(折射)Post-Processing(布置數(shù)據(jù)處理) Saturation(飽和度)1 Contrast Base(基本對(duì)比度)0.5 Contrast(對(duì)比度)1 Save maps per frame(保存每帖貼圖)Primary Engine(首次反彈) Multiplier(倍增)1 Quasi Mo

15、nte-Carlo(準(zhǔn)蒙特卡羅算法)Secondary Engine(二次反彈) Multiplier(倍增)1 Light Cache(燈光緩沖)Quasi-Monte Carlo GI(準(zhǔn)蒙特卡羅全局光照設(shè)置)QMC GI(準(zhǔn)蒙特卡羅全局光照) Subdivs(細(xì)分)8 Secondary Bounces(二次反彈)3Irradiance Map(發(fā)光貼圖)Basic Parameters(基本參數(shù))Min Rate(最小比率)-3 Max Rate(最大比率)0 Color Threshold(色彩極限值)0.3 HSph.Subdivs(半球細(xì)分)50 Samples(采樣)20 No

16、rmal Threshold(法線極限值)0.1 Distance Threshold(距離極限值)0.1Basic Options(基本選項(xiàng)) Show Calculation Phase(顯示計(jì)算相位)Show Samples(顯示采樣點(diǎn)) Show Direct Light(存儲(chǔ)直接燈光)Detail enhancement(細(xì)節(jié)增強(qiáng)) On(開(kāi)) Scale(比例):Screen(屏幕) Radius(半徑)60 Subdiv mult(細(xì)分倍增)Advanced Options(高級(jí)選項(xiàng))Interpolation Type(插值類型):Least Squares Fit(最小平方適

17、應(yīng))Sample Lookup Type(采樣查找類型):Density Based(基于密度)Calc Samples(計(jì)算采樣)15 Multipass(多重預(yù)計(jì)算) Randomize Samples(隨機(jī)采樣) Check Sample Visibility(檢查樣本可見(jiàn)性)Mode(方式) Single Frame(單幀) Incremental add to current map(添加方式增加到當(dāng)前貼圖) Bucket Mode(塊模式) From File(來(lái)自文件)Current Map(當(dāng)前貼圖) Save(保存) Reset(清除)Post Render(渲染后) Don

18、't Delete(不刪除) Auto Save(自動(dòng)保存)Light Cache(燈光緩沖設(shè)置)Calculation Parameters(計(jì)算參數(shù))Subdivs(細(xì)分)1000 Scale(比例):Screen(屏幕)Sample Size(采樣大小)0.02 Num.Phases(進(jìn)程數(shù)量)4Store Direct Light(存儲(chǔ)直接燈光) Show Calc.Phase(顯示計(jì)算相位) Adaptive(自適應(yīng)) Reconstruction Parameters(重建參數(shù))Pre-filter(預(yù)濾器)10 Use For Glossy Rays(使用燈光緩沖光滑光線

19、)Filter(過(guò)濾):Nearest(接近) Interp.Samples(插補(bǔ)采樣)5 Mode(方式) Single Frame(單幀) Fly Through(通過(guò)) Path Tracing(路徑跟蹤) From File(來(lái)自文件) Current Map(當(dāng)前貼圖) Save(保存) Reset(清除) Post Render(渲染后) Don't Delete(不刪除) Auto Save(自動(dòng)保存)Caustics焦散線or other uses, see Caustic (disambiguation).Caustics produced by a gla

20、ss of waterIn optics, a caustic or caustic network1 is the envelope of light rays reflected or refracted by a curved surface or object, or the projection of that envelope of rays on another surface.2 The caustic is a curve or

21、 surface to which each of the light rays is tangent, defining a boundary of an envelope of rays as a curve of concentrated light.2 Therefore, in the adjacent image, the caustics can be the patches of light or their bright edges. These shapes often have cusp singularities.Nephroid 

22、;caustic at bottom of tea cupCaustics made by the surface of waterContents  hide · 1Explanation· 2Computer graphics· 3Caustic engineering· 4See also· 5References· 6Further readingExplanationeditConcentration of light, especially sunlight, can burn. T

23、he word caustic, in fact, comes from the Greek , burnt, via the Latin causticus, burning. A common situation where caustics are visible is when light shines on a drinking glass. The glass casts a shadow, but also produces a curved region of bright light. In ideal circumstances (including p

24、erfectly parallel rays, as if from a point source at infinity), a nephroid-shaped patch of light can be produced.3 Rippling caustics are commonly formed when light shines through waves on a body of water.Another familiar caustic is the rainbow.45 Scattering of light by raindrops

25、causes different wavelengths of light to be refracted into arcs of differing radius, producing the bow.Computer graphicseditA computer-generated image of a wine glass ray traced with photon mapping to simulate causticsIn computer graphics, most modern rendering sys

26、tems support caustics. Some of them even support volumetric caustics. This is accomplished by raytracing the possible paths of a light beam, accounting for the refraction and reflection. Photon mapping is one implementation of this. Volumetric caustics can also be achieved b

27、y volumetric path tracing. Some computer graphic systems work by "forward ray tracing" wherein photons are modeled as coming from a light source and bouncing around the environment according to rules. Caustics are formed in the regions where sufficient photons strike a surface causing

28、 it to be brighter than the average area in the scene. “Backward ray tracing” works in the reverse manner beginning at the surface and determining if there is a direct path to the light source.6 Some examples of 3D ray-traced caustics can be found here.The focus of most computer graphics s

29、ystems is aesthetics rather than physical accuracy. This is especially true when it comes to real-time graphics in computer games7 where generic pre-calculatedtextures are mostly used instead of physically correct calculations.Caustic engineeringeditResearchers have found that they can mak

30、e use of caustics to create a desired image by shaping transparent material in a particular way. A surface of a panel of transparent material (e.g. acrylic glass) can be shaped such that the panel refracts light in a specific way to form the chosen image whenever the panel is held at a particul

31、ar angle between a light source and a white wall.89See alsoeditWikimedia Commons has media related to Custic (optics).· Computer graphics portal· Focus (optics)· Circle of confusion· Caustic (mathematics)Referencesedit1. Jump up Lynch DK and Livingston W (2001). Color a

32、nd Light in Nature. Cambridge University Press. ISBN 978-0-521-77504-5. Chapter 3.16 The caustic network, Google books preview2.  Jump up to:a b Weinstein, Lev Albertovich (1969). Open Resonators and Open Waveguides. Boulder, Colorado: The Golem Press.3. Jump up Circle Catacaustic. Wolfram MathWorld. Retrieved 2009-07-17.4. Jump up Rainbow caustics5. Jump up Caustic fringes6. Jump up 7. Jump up http:/www.dualheights.se/caustics/caustics-

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