VR入門詳細(xì)教程
互聯(lián)網(wǎng) 發(fā)布時(shí)間:2008-10-04 13:41:05 作者:佚名
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3DMAX8.CN v-ray入門教程
VRay光影追蹤渲染器有Basic Package 和 Advanced Package兩種包裝形式。Basic Package具有適當(dāng)?shù)墓δ芎洼^低的價(jià)格,適合學(xué)生和業(yè)余藝術(shù)家使用。Advanced Package 包含有幾種特殊功能,適用于專業(yè)人員使用。
1、建立場(chǎng)景,認(rèn)為材質(zhì)和攝影
3DMAX8.CN v-ray入門教程
VRay光影追蹤渲染器有Basic Package 和 Advanced Package兩種包裝形式。Basic Package具有適當(dāng)?shù)墓δ芎洼^低的價(jià)格,適合學(xué)生和業(yè)余藝術(shù)家使用。Advanced Package 包含有幾種特殊功能,適用于專業(yè)人員使用。
1、建立場(chǎng)景,認(rèn)為材質(zhì)和攝影角度滿意后,在菜單Customize\preferences\Rendering\Current
Renderer中將渲染器設(shè)為 vray,這一步驟和mental ray渲染器的設(shè)法是一樣。
2、在渲染菜單中,在indirect illmination(GI)下,勾選On,
就可以渲染出最簡(jiǎn)單的GI效果來(lái)。
3、是不是發(fā)現(xiàn)物體邊緣有很多鋸齒邊?下邊再勾選Image
sampler(Anti-aliasing)中的
Simple two-level。
全局照的設(shè)置過(guò)程就這么簡(jiǎn)單,剛才我所做的渲染過(guò)程也就兩分鐘,但是速度還和一大堆
設(shè)置有關(guān),速度時(shí)間的彈性也很大,以上我都基本上用默認(rèn)的數(shù)值。
還有一個(gè)Multiplier數(shù)值要注意,它控制著二級(jí)照明強(qiáng)度,將它調(diào)大場(chǎng)景也許會(huì)更亮,
但不要和燈光強(qiáng)度概念混淆了。
4、 VRAY的渲染參數(shù)面板中, 有一個(gè)環(huán)境Environment, 只有兩項(xiàng)
一個(gè)是Environent color(環(huán)境顏色)選項(xiàng) ,它的作用mental ray、FR的環(huán)境色一樣
一個(gè)是環(huán)境貼圖以及強(qiáng)度設(shè)置。
從功能上來(lái)說(shuō),它是取代MAX自身參數(shù)的,最重要的作用應(yīng)該是用來(lái)支持簡(jiǎn)化的HDR方式,就象FR渲染器一樣,可以設(shè)置環(huán)境貼圖的照明強(qiáng)度。要得到天空光效果也很容易,打開G
I后,在MAX環(huán)境菜單中把缺省的黑色改成一個(gè)蘭灰色,或者給它一個(gè)球形環(huán)境貼圖這樣我們就打開了全局照明,
渲 一遍試試
1. Max rate 參數(shù)與Min rate參數(shù)
我的理解: 此值表現(xiàn)光線的層次分布
將屏幕分成一個(gè)各小區(qū), 光線在此分布, 設(shè)置越高,
光線層次,
光線過(guò)渡越光滑,自然,越明顯
1 ) Vray在計(jì)算光照貼圖時(shí),
將場(chǎng)景細(xì)分成一個(gè)個(gè)基本正方形,
每個(gè)正方形的頂點(diǎn)都有一個(gè)顏色,
如果你定義一個(gè)頂點(diǎn)為藍(lán)色,另一個(gè)頂點(diǎn)為紅色,那么他們之間將是用藍(lán)色到紅色的平滑漸變
, 光照貼圖正是用頂點(diǎn)顏色來(lái)表達(dá)燈光效果的, vray通過(guò)細(xì)分模型的面來(lái)達(dá)到提高精細(xì)度的目的,您可以在光能傳遞參數(shù)窗口來(lái)控制細(xì)分的程度
2) Min rate 參數(shù)控制細(xì)分的最小值.
Max rate
參數(shù)控制著開始細(xì)分計(jì)算正方形的大小
渲染計(jì)算時(shí)渲染窗口中會(huì)出現(xiàn)一個(gè)個(gè)小方塊對(duì)場(chǎng)景進(jìn)行細(xì)分,剛開始出現(xiàn)小方塊的大小與Max
rate的值相關(guān),其值越小方塊越大,花的時(shí)間越短.
第二遍細(xì)分計(jì)算方塊會(huì)更小
最后一遍計(jì)算時(shí)的方塊大小由Min rate決定
Min rate 主要
一般來(lái)說(shuō),模擬計(jì)算gi
時(shí)渲染時(shí)間主要花在光照貼圖的計(jì)算上了,計(jì)算遍數(shù)或者說(shuō)幾幅光照貼圖
=(max rate值-min rate值 1),
計(jì)算遍數(shù)或者說(shuō)幾幅光照貼圖 =(max rate值-min rate值
1) , 越多
效果就越好 也就是說(shuō) max/min 為 -9 / -2 時(shí), 效果比 max/min
-3/-2好
2 其它參數(shù)(學(xué)習(xí)VR上www.dhdzp.com)
Hsph subdivs: 計(jì)算gi時(shí)的采樣值,與定義值為15,加大它肯定會(huì)增加渲染時(shí)間,但增加的不多,
Hspr細(xì)分值 默認(rèn)為15,到25~30為佳,再大也會(huì)像b razil一樣了…………
注意此值表現(xiàn)材質(zhì)及貼圖的細(xì)膩程度,
光滑程度
Clr thershold Normr thershold
根據(jù) vray原作者的回答:
that's it. Lowering these parameters will
make irradiance map calculations longer, but will capture GI detail
better
Personally I don't ajust these settings, But I guess if they
are set to high, you start loosing detajl, and if to low, it needs more
subdivs (time) to render smooth?.
There is something about the detail which is lost (small objetcs such as
the horizontal
elements on the wall seem a bit flat. I've read that by reducing the
Normal thresh that can
become better
Interp. Samples: 40
(此值為光照貼圖加入原渲染結(jié)果的精度,可設(shè)大一點(diǎn),不太影響渲染時(shí)間)
此值太大 ,softing in surfaces, 一般 40即可
Secondary bounces: subd: 1, depth: 3
(注意:為達(dá)到良好的gi效果,最好不要關(guān)掉第二級(jí)反彈,節(jié)約時(shí)間的關(guān)鍵在于
max min
的值及光照貼圖的幅數(shù))也不要輕易的動(dòng)原設(shè)定值。)depth大一點(diǎn),這樣,
渲染的細(xì)節(jié)就會(huì)多一點(diǎn)
As for sec. bounce subdivision parameter, I think it controls the
sampling of the secondary bounces, that is the higher this number is the
less noisy the image.
Depth 控制光線反射 ,反彈的次數(shù), 一般場(chǎng)景不超過(guò) 5
假如是玻璃, 應(yīng)該大一點(diǎn).
關(guān)于燈光 一次反彈與二次反彈的 Muliplier值問(wèn)題
1、非封閉空間,由于沒(méi)有很多物體做光線的反射,缺省的一次、二次反彈值都是一樣的,這樣可以彌補(bǔ)空間散失的反射光線。
可以出效果,但是覺(jué)得這樣的效果很平淡。(建議不要這樣用。)
2、非封閉空間,可以利用環(huán)境貼圖做為補(bǔ)充照明,所以要把二次反彈值減小。(建議這樣用)要點(diǎn)是把環(huán)境貼圖和二次反彈值聯(lián)合在一起考慮。
3、封閉空間,環(huán)境貼圖已經(jīng)不起作用了,但是物體已經(jīng)可以形成足夠的二次照明,所以如果還是用缺省的值,二次反彈就會(huì)太亮,燈光布置足夠多的時(shí)候,連一次反彈都會(huì)太亮。所以我的習(xí)慣是燈光亮度、一次反彈、二次反彈的值呈降冪排列比如:
1. 2\0.8\0.5。
也可用 0.7\0.7\0.
第二部分計(jì)算 render階段 (學(xué)習(xí)VR上3DMAX教程網(wǎng)www.dhdzp.com)
直接光照(與max的掃描線渲染作用相同), 這時(shí)還計(jì)算cauris, 反鋸齒, 運(yùn)動(dòng)模糊等等, 將 I-map插入場(chǎng)景
直接光照是 render 計(jì)算
有兩種方式進(jìn)行全局光照,
直接計(jì)算,速度極慢,但gi光照效果準(zhǔn)確, 細(xì)節(jié)真實(shí), 在動(dòng)畫中也不容易出現(xiàn)閃爍現(xiàn)象. 注意:對(duì)于一般的建筑室內(nèi)場(chǎng)景,直接計(jì)算消耗時(shí)間太長(zhǎng),對(duì)于室外場(chǎng)景,由于反彈次數(shù)少,可用它進(jìn)行計(jì)算
模擬計(jì)算,在原渲染結(jié)果上附加一層光照貼圖I-map(vray快速gi的秘訣),
fr的計(jì)算方式
..
直接計(jì)算方式時(shí)間特長(zhǎng), 一般rh-ray不大于32, deffuse depth不大于2
…
1/8 1/4計(jì)算方式容易殘生黑斑, 但速度較快, 一般用來(lái)進(jìn)行草稿渲染
正是出圖建議使用 1/1方式, 特別是室外場(chǎng)景
將光線貼圖插入場(chǎng)景的方式有三種, (見(jiàn)vray附帶說(shuō)明書 ), 一般使用第二種即可(vray默認(rèn)), 第三種插入方式最準(zhǔn)確, 表現(xiàn)材質(zhì)貼圖最準(zhǔn)確,但是要求采樣值(hsph)及interp最高.
全局參數(shù)的設(shè)置:
1. Max rate 參數(shù)與Min rate參數(shù)
我的理解:
此值表現(xiàn)光線分布的層次 , 它將屏幕分成一個(gè)各小區(qū)pixel,光線對(duì)每個(gè)小塊采樣計(jì)算, 仔細(xì)觀察一下, 就可發(fā)現(xiàn)每個(gè)小塊pixel的亮度, 顏色是相同的, 因此, 小方塊越小光線過(guò)渡越光滑,層次越自然,豐富。
一般說(shuō)來(lái),要表現(xiàn)間接光下的陰影, max/min的值就越高
注意: min的值絕對(duì)控制著渲染的時(shí)間, 加大 1, 渲染時(shí)間增大4倍
(學(xué)習(xí)VR上www.dhdzp.com)
2) max/min確定后, 渲染時(shí)間與場(chǎng)景渲染出圖圖幅有關(guān), 圖幅越大, 渲染時(shí)間越長(zhǎng). 也就是說(shuō) 800x600的圖幅在其他參數(shù)都相同的情況下, 渲染時(shí)間是400x300的4倍
假如 max/min為 –3/-2 , 圖幅為800x600, 在其它參數(shù)相同的情況下, 渲染時(shí)間與max/min為 –4/-3 圖幅為-4/-3的渲染時(shí)間完全相同. 但是由于 800x600 max/min 為-4/-3 的圖 ,由于pixel的尺寸比前者的大,容易出現(xiàn)黑斑, 這時(shí)需要更大的hsph來(lái)消除黑斑,也就是說(shuō), hsph只與 max/min相關(guān),與圖幅大小無(wú)關(guān)
所以, vray作者推薦 先用小圖幅渲染I-map, 存盤后,用大圖幅真實(shí)出圖,記住這時(shí)要將I-map取出
為什么圖幅越大,GI的精度越高呢?這是因?yàn)?max/min一定, 小方塊的絕對(duì)大小就定了, 這時(shí), 假如將場(chǎng)景傳染出圖的圖幅設(shè)置的很大, 相對(duì)小圖幅的設(shè)置來(lái)說(shuō), 小方塊就多了.
注意: 對(duì) 800x640的圖來(lái)說(shuō), min 為 –1, 一般來(lái)說(shuō)精度已夠高了, 這時(shí)渲染時(shí)間一般在 1-2個(gè)小時(shí), min為0 時(shí), 渲染時(shí)間變成了原來(lái)的四倍,這時(shí),渲染時(shí)間已與直接計(jì)算方式相同 有人抱怨說(shuō), 圖幅為 4000x2000 max/min為 默認(rèn)值 –2/-1 ,渲染時(shí)間長(zhǎng)的受不了實(shí)際上是建渲染設(shè)置的太高了
Min rate 參數(shù)控制細(xì)分方格(pixel)的最大值, 在I-map圖上, 它對(duì)場(chǎng)景中平坦的部分進(jìn)行采樣.
Max rate 參數(shù)控制細(xì)分方格(pixel)的1最小值, 它對(duì)場(chǎng)景中邊界,轉(zhuǎn)折處, 曲面
部分進(jìn)行采樣
一般說(shuō)來(lái), 場(chǎng)景中平坦部分. 光照變化均勻部分的pixel應(yīng)該少些
邊界,轉(zhuǎn)折處, 曲面, 光照變化不均勻部分的pixel應(yīng)該多些
Mn rate 參數(shù)控制著開始細(xì)分計(jì)算正方形(pixel)的絕對(duì)大小, 渲染計(jì)算時(shí), 渲染窗口中會(huì)出現(xiàn)一個(gè)個(gè)小方塊對(duì)場(chǎng)景進(jìn)行細(xì)分,出圖尺寸越大, 小方塊的數(shù)量越多,
比如, 640x480的小方塊數(shù)就是320x240的四倍,
剛開始出現(xiàn)小方塊的大小與Min rate的值相關(guān),其值越小(一般為負(fù)數(shù), 絕對(duì)值越大) 方塊越大,花的時(shí)間越短. 第二遍細(xì)分計(jì)算小方塊會(huì)一分為四
最后一遍計(jì)算時(shí)的方塊大小由Min rate決定
Max rate 主要控制場(chǎng)景轉(zhuǎn)折處的光線采樣
Min rate 主要控制場(chǎng)景平坦處的光線采樣
一般來(lái)說(shuō),模擬計(jì)算gi 時(shí)渲染時(shí)間主要花在光照貼圖的計(jì)算上了,計(jì)算遍數(shù)或者說(shuō)幾幅光照貼圖 =(max rate值-min rate值 1),
一般來(lái)說(shuō), max產(chǎn)生的小方塊應(yīng)該比場(chǎng)景中需要表現(xiàn)出光效的物體的最小面要小
max越小, 光照情況越準(zhǔn)確,精細(xì)(學(xué)習(xí)VR上3DMAX教程網(wǎng)www.dhdzp.com)
計(jì)算I-map, 實(shí)際上就是用一堆 大小從max到min的小方塊來(lái)拼接間接光照?qǐng)D, 每個(gè)方塊pixel的計(jì)算時(shí)間是相同的, 每個(gè)pixel的亮度也是相同的
min-max 1 確定了我們有種 不同大小的方塊
min max決定了方塊的絕對(duì)尺寸大小
由上面所說(shuō)的我們可得出下面的結(jié)論
1) I-map尺寸(也就是渲染出圖尺寸越大) , 需要的 小方塊越多, 小渲染時(shí)間越長(zhǎng)
2) 對(duì)于每個(gè) pixel來(lái)說(shuō), 小方塊尺寸越小, 在保證不出現(xiàn)黑斑的情況下, 要求落在
它上 面的光線也就越少, 當(dāng)然, 這些光線也要分布的均勻一點(diǎn)
也就是說(shuō), max/min越大, hsph可以越小
那么然和才能讓更多的光線落在 I-map上, 而且更均勻呢,
第一個(gè)辦法, 加大 hsph,
第二個(gè)辦法, 加大二次反彈中的subdivs,
這兩個(gè)辦法并不使圖面亮度增加, 我還發(fā)現(xiàn), 加大 subdivs渲染時(shí)間增加的并不多
而且光線分布更均勻, 不容易出現(xiàn)黑斑
vray這一點(diǎn)是符合實(shí)際情況的, 光線的第一次漫反射光線強(qiáng)度較二三次要強(qiáng), 而且還有一定的方向傾向, 二次三次反射光線數(shù)量較多, 但總亮度不大, 而且射向四面八方, 分布十分均勻
第三個(gè)辦法, 加大反彈次數(shù), 但是這個(gè)辦法可使圖面的亮度, 飽和度增加了,
而且不太符合實(shí)際情況, 使圖面顯得不太這真實(shí)
對(duì)于室內(nèi)一般場(chǎng)景, 光線一般反射6次就可忽略不計(jì)了
對(duì)于室外一般場(chǎng)景, 光線一般反射2次就可忽略不計(jì)了
顯然, 我們希望 小方塊pixel盡可能少, 而且能將光照?qǐng)D的亮度層次變化表現(xiàn)出來(lái)
那么, 我們是如何來(lái)放小方塊的呢 ?
場(chǎng)景平坦的地方, 光照層次變化不大的地方放大方塊來(lái)表現(xiàn)
邊界處, 曲面, 凹凸處放小方塊來(lái)表現(xiàn)
亮度變化大的地方放小方塊來(lái)表現(xiàn) ( 間接光下, 一般亮度變化不大, 除非一些間接光下的陰影處, 凹凸貼圖處, 被物體遮擋的陰暗處,向光面與背光面才有用亮度變化
vray是如何做到這一點(diǎn)的呢
第一遍, vray將所有I-map 鋪上一遍 由min確定的大方塊pixel, 對(duì)每個(gè)小方塊進(jìn)行光線跟蹤計(jì)算
第二遍, vray將所有上一次計(jì)算的pixel一分為四, 以用兩個(gè)判斷條件, 判斷這四個(gè)小方塊是否在 物體的邊界處 , 曲面上, 凹凸處, 光照情況變化處…….
假如是, 那末就對(duì)此小方塊進(jìn)行光線跟蹤計(jì)算
不是, 次小方塊的光照信息采用上一級(jí)小方塊的光照信息
第三遍, 第四編同第二編計(jì)算一樣, 依次用判斷條件進(jìn)行判斷計(jì)算, 一直到pixel
的大小達(dá)到max的要求就停止了
vray靠這種方法, 在場(chǎng)景物體的邊界處 , 曲面上, 凹凸處, 光照情況變化處……放上了應(yīng)該放的小方塊
那么, 這兩個(gè)判斷條件是什么呢? Clr thershold 控制pixel是否在光照亮度變化處, Normr thershold判斷pixel是否在場(chǎng)景物體的邊界處 , 曲面上, 凹凸處.
Vray 還有一個(gè)參數(shù) show adaptive , 就是為了讓人們了解pixel的計(jì)算情況, 第一遍計(jì)算是正常顏色, 第二遍計(jì)算是綠色, 第三遍紅色, 第四遍藍(lán)色>>>>
根據(jù)這些顏色分布, 我們可知道 pixel在場(chǎng)景中的分布
'Show adaptive' colors the GI samples based on the irradiance pass when they were computed. The samples from the first pass are with normal colors, those from the second pass are green, from the third is red, the forth - blue etc.
In this way you can see which parts of the image need more GI samples. It will not show where the samples are - you can see this while the irradiance map is being computed. You can also view the individual samples if you save the map and then render with the map loaded from file and Interpolation samples set to 1.
2 其它參數(shù) (學(xué)習(xí)VR上3DMAX教程網(wǎng)www.dhdzp.com)
Hsph subdivs: vray在計(jì)算間接光照時(shí), 光源朝各個(gè)方向發(fā)出一定數(shù)量Hsph subdivs個(gè)光線,這些光線照到場(chǎng)景中的物體后, 反彈出同樣數(shù)量的光線,這樣再進(jìn)行反彈, 直到達(dá)到規(guī)定的反彈次數(shù)(二次反彈深度系數(shù)決定).
最后, Vray計(jì)算貼在場(chǎng)景中各個(gè)物體表面的I-map上的光照信息.
在I-map上, vray是靠 interp 個(gè)點(diǎn)來(lái)儲(chǔ)存光照信息的, 在進(jìn)行render時(shí), 又用interp個(gè)點(diǎn)來(lái)將光照信息一環(huán)境貼圖的方式插入到render階段的場(chǎng)景中的物體上去.
注意此值表現(xiàn)光線漫反射光照(不是材質(zhì)及貼圖)的真實(shí)程度精確程度,加大它肯定會(huì)增加渲染時(shí)間,但是可增加圖面漫反射光照的精確程度,真實(shí)程度, 減少圖面的斑點(diǎn),一般來(lái)說(shuō), 加大到圖面沒(méi)有半點(diǎn)就不要增加了
設(shè)置 hsph值的原則, 在 min確定的pixel下圖面部分不能有斑點(diǎn)
Vray推薦的最佳值:
當(dāng)max/min –3/-2 (vray默認(rèn)值) 時(shí) , Hspr采樣值為默認(rèn)值為15.
我的經(jīng)驗(yàn), 640x480的圖幅, Max/min為 –4/-3時(shí), Hspr采樣值為 25, interp 為 27
即可滿足要求
hsph與insterp的作用主要是消除圖面出現(xiàn)的雜斑,hsph太大沒(méi)有必要,增加它會(huì)顯著增加渲染時(shí)間 . max/min越小, 不出現(xiàn)黑斑的hsph越小
Interp. Samples 此值為光照貼圖加入原渲染結(jié)果的采樣數(shù),加大一點(diǎn),不太影響渲染時(shí)間, 在I-map和 render階段, 此值都參與了計(jì)算
注意, 存儲(chǔ)I-map文件或一氣呵成計(jì)算I-map時(shí), hsph 與interp均對(duì)I-map結(jié)果有影響, 但從文件中取出I-map計(jì)算GI時(shí), 只有interp參數(shù)起作用, 對(duì)GI渲染結(jié)果有影響, 其他參數(shù)均失效, 不起作用, 一般情況下, 此值與hsph相同或hsph大一點(diǎn), 比hsph小就會(huì)丟失光照信息
(此值為光照貼圖加入原渲染結(jié)果的精度,可設(shè)大一點(diǎn),不太影響渲染時(shí)間)
當(dāng)此值比hsph大許多時(shí), 比如 Hsph 15 Inter 100 多余點(diǎn)的亮度值是程序根據(jù)插值運(yùn)算法則來(lái)計(jì)算的, 它并不真實(shí), 實(shí)際上使 I-map變光滑了(但并不影響shader及貼圖的表現(xiàn)), 與insight 和viz4中的filter作用相同.
注意: 假如interp 比hsph大許多, 焦散, 間接光下的凹凸貼圖, 間接光下的陰影, 被遮擋處一些陰暗面很可能失去
如果它比hsph小就會(huì)丟失光照信息.
假如圖面出現(xiàn)黑斑, 斑點(diǎn), 加大Inter可以解決, 比如: hsph 20 但是 interp 為 100, 圖面絕對(duì)不會(huì)出現(xiàn)黑斑
漫反射的結(jié)果I-map 可保存為文件, 下次計(jì)算時(shí)(打開gi)可取出. 這樣你就不用再計(jì)算了
在這里有必要再?gòu)?qiáng)調(diào)一下vray的特點(diǎn):
vray的參數(shù)設(shè)置與出圖大小相關(guān).對(duì)于貼圖及材質(zhì)表現(xiàn),圖幅越大精度越低,對(duì)于GI參數(shù),圖幅越大精度越高
Clr thershold 和Normr thershold
Vray的GI優(yōu)化參數(shù),根據(jù) vray原作者的回答, 減少它會(huì)增加采樣數(shù), 增加渲染時(shí)間
根據(jù)我的理解, 這兩個(gè)值的含義為,
vray在進(jìn)行g(shù)I計(jì)算時(shí), 現(xiàn)根據(jù)max 值,將要渲染的圖分成一個(gè)個(gè)小方塊(piexl), max的式確定了小方塊的絕對(duì)大小,
第一遍計(jì)算I-map時(shí), vray對(duì)每一個(gè)小方塊都進(jìn)行了raytrace的GI運(yùn)算,
第二遍計(jì)算I-map時(shí), vray將每個(gè)小方塊一分為四,然后坐了兩個(gè)判斷,
如果這些小方塊(pixel)的RGB值及亮度的差異小于clr Threshold的指定值,那么這個(gè)pixel上的光照信息采用上一級(jí)的piexly已經(jīng)計(jì)算的結(jié)果,大于clr Threshold的指定值, 就通過(guò)正常的光線追蹤計(jì)算來(lái)此piexl的光照信息
2) 如果這個(gè)pixel上法線的夾角與上一級(jí)piexl上法線的夾角只差小于Normr thershold指定的值 ,那么這個(gè)pixel上的光照信息采用上一級(jí)的piexly已經(jīng)計(jì)算的結(jié)果,大于normal Threshold的指定值, 就通過(guò)正常的光線追蹤計(jì)算來(lái)此piexl的光照信息。
一般說(shuō)來(lái)物體的邊界在第二次計(jì)算時(shí)都會(huì)被采樣重新計(jì)算
此值越小, 在場(chǎng)景中的邊界,角落 曲面 ,凹凸部分的Pixel計(jì)算就越精細(xì)
Vray設(shè)置這些選項(xiàng)原本的用意是用來(lái)來(lái)加快渲染速度. 一般說(shuō)來(lái),
場(chǎng)景中假如很平坦,規(guī)矩,簡(jiǎn)單, 加大normal的值,
場(chǎng)景中假如五顏六色,但光照層次變化不大,將Clrj加大,甚至可到100, 關(guān)掉這個(gè)判斷條件.靠normal來(lái)對(duì)物體的邊界等法線變化出取樣
場(chǎng)景中假如曲面較多,減小normal的值
場(chǎng)景中假如平坦,規(guī)矩,簡(jiǎn)單, 但光線變化層次較多,減小clr值,加大 normal
總之, 在進(jìn)行基于max的GI計(jì)算后, 是否進(jìn)行下一步的GI計(jì)算就靠這兩個(gè)參數(shù)來(lái)控制, 你可以靠它來(lái)使下一級(jí)GI在場(chǎng)景中那里計(jì)算
可以這樣理解 Normr thershold 控制著在場(chǎng)景中的邊界,角落 曲面 ,凹凸部分…….等幾何條件變化處 進(jìn)行Pixel計(jì)算的敏感程度,
Normr thershold越低, 在這些部分pixel進(jìn)行跟蹤計(jì)算的密度和數(shù)量就越大
Clr thershold控制著在場(chǎng)景中的 陰影, 凹凸貼圖, 焦散, 倍遮擋的暗處….等光照變化處 進(jìn)行Pixel計(jì)算的敏感程度,
比如, 減小Normr thershold的 , 在球面進(jìn)行pixel取樣計(jì)算的數(shù)量就越多. 加大 Clr thershold值, 間接光下的陰影表現(xiàn)就會(huì)不明顯
顯然, max = min clr與normal不起作用
clr/normal=0時(shí),GI計(jì)算就一點(diǎn)沒(méi)有優(yōu)化
Secondary bounces下的subdivs和 depth
Subdivs 控制第二次反射的光線細(xì)分值 , 細(xì)分值越小, 二次反射的精度越高, 效果越好, 設(shè)為1, 每hsph個(gè)光線反彈出一條光線.設(shè)為10, 每hsph個(gè)光線反彈出10條光線 .
我發(fā)現(xiàn), 加大 subdivs渲染時(shí)間增加的并不多
而且光線分布更均勻, 不容易出現(xiàn)黑斑
vray這一點(diǎn)是符合實(shí)際情況的, 光線的第一次漫反射光線強(qiáng)度較二三次要強(qiáng), 而且還有一定的方向傾向, 二次三次反射光線數(shù)量較多, 但總亮度不大, 而且射向四面八方, 分布十分均勻
depth Depth 控制光線反射 ,反彈的次數(shù), 一般場(chǎng)景不超過(guò) 5
我一般將室內(nèi) 設(shè)為 subd=hsph depth 5 比如hsph 30 那末 second bounce
的 sub=30 depth=5
室外我一般設(shè)為 subd= 1 depth 1 或者關(guān)掉 二次反彈
假如是玻璃, 應(yīng)該大一點(diǎn), 一般為 5
關(guān)于燈光 一次反彈與二次反彈的 Muliplier值問(wèn)題
一次反彈及二次反彈的 Muliper不僅控制著漫反射光的亮度, 還控制著漫反射光的顏色飽和度
1、非封閉空間,由于沒(méi)有很多物體做光線的反射,缺省的一次、二次反彈值都是一樣的,這樣可以彌補(bǔ)空間散失的反射光線。
可以出效果,但是我覺(jué)得這樣的效果很平淡。(建議不要這樣用。)
2、非封閉空間,可以利用環(huán)境貼圖做為補(bǔ)充照明,所以要把二次反彈值減小。(建議這樣用)要點(diǎn)是把環(huán)境貼圖和二次反彈值聯(lián)合在一起考慮。
3、封閉空間,環(huán)境貼圖已經(jīng)不起作用了,但是物體已經(jīng)可以形成足夠的二次照明,所以如果還是用缺省的值,二次反彈就會(huì)太亮,燈光布置足夠多的時(shí)候,連一次反彈都會(huì)太亮。所以我的習(xí)慣是一次反彈、二次反彈的mulipier 值為
0.8 / 0.5 也可用 0.7\0.7\0.5
總之, 二次反彈的mulipier 值一般不大于1 , 要不然室內(nèi)就像一個(gè)老君爐, 映色太厲害
假如房間有個(gè)紅地毯, 整個(gè)房間太紅了
根據(jù)我個(gè)人經(jīng)驗(yàn), 將二次反彈的 depth值設(shè)為5, 整個(gè)房間光照要?jiǎng)蚍Q的多,也比較自然
vray說(shuō)明書推薦使用第三種 Image sampler (Anti-aliasing)的方式Adaptive subdivision, 這種方式的好處時(shí)渲染時(shí)間快,但是,它的Anti-aliasing力度沒(méi)有Simple two-level來(lái)的大, 我發(fā)現(xiàn)渲染大圖時(shí),用Simple two-level加大參數(shù)渲染要來(lái)得快
3. 燈光參數(shù)的意義
On 這不用說(shuō)了吧 (學(xué)習(xí)VR上3DMAX教程網(wǎng)www.dhdzp.com)
Double-sided 確定燈光是否兩面都發(fā)光。
Transparent 不選中時(shí),燈是可見(jiàn)的。選中時(shí),燈不可見(jiàn),可以用來(lái)模擬天光,窗口
的進(jìn)光
Ingore light normals 默認(rèn)狀態(tài)下,由于采樣數(shù)太低, 將陰影區(qū)將產(chǎn)生麻點(diǎn),即使不在陰影中的區(qū)域內(nèi), 有時(shí)也會(huì)產(chǎn)生麻點(diǎn) 。勾選中后vraylight照射的麻點(diǎn)會(huì)少點(diǎn),(但物理上是不正確的)
No decay – 勾選不衰減
Store with irradiance map – 將光照結(jié)果保存在光照貼圖中, 這在渲染游歷動(dòng)畫很有用。
U , V , W, 目前只有平面矩形燈, 球狀燈, 正式版本后燈的類型會(huì)多點(diǎn)
Subdivs - this controls the quality (graininess) of the shadows. Greater values will produce smoother shadows. The parameter determines the number of samples (per pixel) that VRay will make in order to calculate the shadows (actually, this parameter is the square of the number of samples). VRay may send less (but never more) shadow rays when possible without loss in visual quality.
控制陰影的質(zhì)量。大點(diǎn)會(huì)光滑一點(diǎn)。
Low subdivs - this is used instead of Subdivs for irradiance map calculations and also when the level of a ray becomes greater than the degrade depth (see below). Each intersection of a ray with a surface increases its ray level by one. For example reflections typically increase the level of a ray by one, and refractions - by two, since the ray needs to pass through the front and the back surface of the refractive objects.
這個(gè)看不懂,呵呵。
Degrade depth - this is the ray level after which Low subdivs will be used instead of Subdivs. In the recent version of VRay, sampling is to a large extent handled automatically, so you can set this to a large value without performance loss.
這個(gè)好像說(shuō)沒(méi)用。嘿嘿。
normal lights are computed separately from the GI. Only VRayLights that had the "Save with irradiance map" option turned on will be saved with the map
小技巧:
1. 要獲得較理想的光照效果還必須打開二次光照反射,速度將會(huì)急劇的下降 二就是加大min rate和max rate(最多到-2,-1,再加大就像brazil一樣了),或在rate為-3,-2的情況下加大下面的Hspr細(xì)分值(默認(rèn)為15,到25~30為佳,再大也會(huì)像b razil一樣了……………… )!
調(diào)試過(guò)程中可以暫時(shí)關(guān)掉二次反彈,正式渲染的時(shí)候再打開,不建議關(guān)掉二次反彈換取速度,會(huì)少很多效果的。
出現(xiàn)黑斑的處理方式: 加大Irradiance里 Interp的值。
2 即使是單色的物體,比如白墻壁,都不要僅給它MAX的基本材質(zhì),在DIFFUSE里給它一個(gè)白色的貼圖圖片,可以減少產(chǎn)生黑斑。
3, 草圖計(jì)算時(shí), 可先用 320x240 圖幅計(jì)算光照貼圖, (用此方法可加速, 也可將Min rate值設(shè)低, 例如為 –2 達(dá)到較好精度 ), 將光照貼圖存盤,
v-ray 入門(2)——景深
1、參考建立場(chǎng)景,并開攝影機(jī)的Environment Ranges下的show選項(xiàng)。在數(shù)值里填上合適的數(shù)值,這些數(shù)值控制取景范圍。你會(huì)發(fā)現(xiàn)在視圖中,有條黃線會(huì)隨數(shù)值的更改會(huì)移動(dòng),根據(jù)調(diào)Near數(shù)值盡量把黃線放在Camera.target附近。當(dāng)然也許你的場(chǎng)景中的Near數(shù)值會(huì)我不一樣,沒(méi)關(guān)系的。(Camera.target的位置其實(shí)代表的就是興趣點(diǎn),也就是渲染完最清晰的那部份)
2、打開渲染設(shè)制,在Filtering/DDF卷展欄下,勾選在Depth of field下的ON選項(xiàng),然后在Focal dist里填入剛才那個(gè)Near數(shù)值,這樣就決定了興趣點(diǎn)的位置。也可以勾選Get from camera(直接從攝影點(diǎn)獲取興趣點(diǎn)),如果你勾選了Get from camera那么剛才的Near數(shù)值就不起作用了。(是不是有點(diǎn)多此一舉?如果你做的是靜帖,那么直接用Get from camera好了。)
3、 下面有兩個(gè)數(shù)值值得注意。(學(xué)習(xí)VR上3DMAX教程網(wǎng)www.dhdzp.com)
Shutter size:它控制著取景深度,如果把這個(gè)數(shù)值調(diào)高的話,那個(gè)景深的程度會(huì)更大些。(效果上看,更模糊點(diǎn)。)Subdivs:這個(gè)數(shù)值控制著景深效果的極別,把它調(diào)高的,可取得更理想的畫質(zhì),(圖3是Subdivs=3的效果,圖4是Subdivs=10的效果。當(dāng)然會(huì)增加渲染時(shí)間。我認(rèn)為最后渲染時(shí),至少要把它設(shè)為8以上。
4. 焦點(diǎn)模糊速度很快。
A區(qū)是設(shè)置焦點(diǎn)模糊的,勾選ON就可以打開了,第一個(gè)按鈕是設(shè)置焦距的
下面的勾,選取后就是以攝影機(jī)的落點(diǎn)為焦點(diǎn)。下來(lái)是快門的光圈尺寸,和現(xiàn)實(shí)中的攝影機(jī)一樣,光圈越小越清晰,越大景深越
淺越模糊。B 區(qū)是過(guò)濾方式,選項(xiàng)很豐富,自己慢慢去試吧。評(píng)價(jià)是可用、好用、設(shè)置簡(jiǎn)單、速度飛快。
v-ray簡(jiǎn)單入門(3)——焦散。
要作出焦散效果: shadow要用vray shadow , 反射和折射貼圖都要用VRAYMAP才行
焦散的參數(shù)簡(jiǎn)單得只有4個(gè)參數(shù)
Sph Subdivisions
越大越真實(shí), 注意, 其值大小的2倍與渲染時(shí)間成正比
Multipler
越大焦散效果越明亮
Search Dist.
焦散光子的追蹤影響的范圍值, 調(diào)小了就會(huì)一個(gè)一個(gè)的光斑很明顯,如果大一點(diǎn)速度就會(huì)明顯下降,但是效果很好。
Max Photons
控制焦散效果的清晰與模糊, 越大, 越模糊, 其值為15時(shí), Sph Subdivions 大于6000后才起作用, 但這時(shí)的焦散效果并不是太好
1. 勾選參數(shù)后,加大MULTIPLIER值到60000左右就可以出效果了,你顆狠心將其加到100000(最大值), 其速度仍然飛快.
注意: 渲染時(shí)間的平方與sph subdivs參數(shù)值的兩倍成正比
2. 還有個(gè)辦法是加大燈光的亮度然后調(diào)整燈光的衰減值,根據(jù)其官方范例的的燈光設(shè)置時(shí),用vray light 將燈的強(qiáng)度調(diào)到20,000以上例如600,000,再打開燈光的指數(shù)衰減, 但是我想說(shuō)的是如果這樣設(shè)置將使燈光的擺放位置成為問(wèn)題,因?yàn)橛辛怂p,燈離的遠(yuǎn)些就會(huì)使場(chǎng)景迅速變暗,而更糟糕的是就會(huì)出現(xiàn)你渲染的圖里那種很亮的邊緣(靠近燈光)而另一邊很暗。 當(dāng)然也有有辦法可以解決此問(wèn)題,就是燈光使用默認(rèn)強(qiáng)度(一般為1.0),再到Vray渲染面板, 在散焦一欄里將強(qiáng)度(英文是Multiplier)設(shè)為800000左右,就可輕松設(shè)置燈光了!歡迎指教??!
前一個(gè)方法簡(jiǎn)單一點(diǎn),我常是兩者合用。我發(fā)現(xiàn)它的好處是焦散的效果似乎能落在透明材質(zhì)本身里面,這樣玻璃的效果非常好。
v-ray簡(jiǎn)單入門(4)——材質(zhì)的制作
vray中自帶的材質(zhì)主要是vray不支持max中的raytrace材質(zhì), 它的功能與raytracee相似, vray支持raytrace貼圖, vraymap的作用與raytrace貼圖作用相同, 但是使用vraymap, 速度更快,效果更好, 特別是計(jì)算焦散. [ 材質(zhì)教程: www.dhdzp.com/html/cztt/czjc/ ]
金屬的制作: As for the metal material, set diffuse color to be a dark to very dark grey - VRay reflection map to almost white, say 80 - 85% white and glossiness 20 - 40 depending on how soft you want. Glossy samples should be at least 6 but 8 provides a nice smooth result with just enough noise to create a shimmery feel. I'll do tests at 4 samples just to get quicker idea. The nice thing about now being able to save irradiance maps is that testing refections and refractions is much faster.
玻璃的制作:
you can do fast, realistic thin glass just by making a transparent material with in IOR of 1 and Fresnel reflectance with an IOR of 1.6 or so - but until VRay gets itself a proper, integrated material, it won't look quite right with GI and caustics - but it doesn't do that yet anyway.
well. for architectural renderings, I've been using architecturalglass (doh!), a free s cript/material that quickly helps you make good fast rendering glass by automating the task of getting up and running those falloff maps one should use when making realistic glass. The only thing you've to do by hand (because it even has preset parameters| remember to click on faloff and shadow maps boxes to get them generated) is to change the generated raytrace map for a vray map, so it gets realistic reflections rendered. The fresnel parameter works nice with scanline, and you'd have to do the same thing with the map (change it to vray map and set it to refraction). Get it at http://www.s/ criptspot.com Works well for me
Almost, but not quite. The standard MAX material actually doesn't decrease diffuse intensity when reflect intensity is high - that's one if it's big *problems*. The Raytrace material does - a 100% reflective material has 0% diffuse intensity.
For glasses and highly reflective metals, diffuse should always be pure black - *all* the surface appearance comes from reflection/refraction. To get colourised glass/metal, you need to tint your opacity colour (change it to colour if it's on value), and your reflection colour. *Diffuse should be left at black* - lambertian shading models (aka diffuse) are *totally* f!cked up for glasswork and very reflective metal, and make it look *bad*.
Gold silver and chrome are all tinted highly reflective materials. The environment and the model shape gives the metallic look.
Water has fresnel reflectance properties, and an IOR of 1.333 - this means you need a falloff map in your reflection intensity that has an IOR of 1.333, and a material IOR of 1.333. If you are using a Vray material that should do the trick, otherwise, VRay maps standard material requires a inverted map like that for refract intensity.
While water materials can be slightly tinted, do not make the colour too blue - normally, pure water is pretty colourless stuff (your glass of water isn't bright fluorescent blue, so neither should your CG water be...).
Though for a plastic earth you might want to put a fresnel reflection in - plastics do reflect in a fresnel way, and fresnel reflections are still a great tool for realistic glass, ceramics, and plastics, they just aren't really for metals... so that earth globe might look even nicer with an IOR 2 or 3 fresnel falloff on its blurry reflections...
704.10 in reply to 704.9
Q: For the fast glass you were talking about, should I use vray material, vray map, or just fallof map with a standard shader.
A: Vray material is best, if you can. It is by far the most painless route. For various reasons, you may need to use other techniques - I will explain those
- If it's a standard shader, what kind would you recommend, wich colors for the faloff map, how much of reflection, should i use other maps such as opacity or refraction? (considering a medium blue tinted glass panel), is it possible to get this shader work as a mirror when it has to (don't know much about physics, guess when you look at certain angles)
There are 3 things you can do:
1) VRay material. As I said, this is the best option. Basically, start with a plain vanilla VRay material, make the diffuse colour black, and any specular stuff turned off, set the VRay material's IOR to 1, then drop a falloff map in your reflect slot. Set the falloff map to not use material IOR (though I don't think it does by default), and set the *falloff* IOR to 1.6.
Bingo, working phyisically realistic material. It should look great when you stick it onto your planar glass, as long as your glass is in an interesting environment and so forth
2) Standard VRay map. A little harder, but not too much more. Start with a plain vanilla Standard material, then set diffuse and specular to 0 - this should look completely flat black. Set material IOR to 1. Set a VRay map in the Reflect slot, should be set on reflect already, but if not, do. Set a VRay map in the Refract slot, set to refract. Set filter map in the Reflect one to Fresnel, IOR 1.6. Set filter map in Refract one to Fresnel IOR 1.6 (but not the same map), then swap the black for white and vice versa. Voila! Problem solved.
3) You can use a standard map with fresnel falloff and some kind of reflection map in the white slot if you don't need raytracing. This is a lame cheat, looks bad, and there is no reason for it if you have VRay except in exceptional circimstances.
This should make your planes look like glass - note that the reflections on glass are pretty damn subtle - that's why we use the stuff as windows - you can see through it. So it can be hard to see - a lot of what looks "glassy" is really the distorted refractions, and bumps in the glass - even in a pane of glass, the stuff at the edge refracts in more interesting ways. Trouble is, with this technique, bumps only affect the reflected component, when you really want the refraction getting bumped a bit.
Anyway, you may find the subtlety of the reflections is too high, so feel free to change IORs around and stuff - basically, it should act like realistic, ultra thin glass, but that may not look glassy or right for your situation - so stuff around for what works. Maybe use perpendicular maps instead of fresnel (though that is not really realistic at all, technically), or a IOR of 3 or 4 in your slot.
- and last but not least, is it faster/better to use a 3DFACE to represent those glass panels. would the recommendations change then??
I don't know quite what you mean by this - do you mean a box instead of a plane? Using boxes instead of planes is more realistic but slower. If you use a box instead of a plane, make sure you set your *material* IOR to 1.6 or so instead of 1, but otherwise, it's all the same. Usually the planes-with-1 looks much the same as box-with-1.6, but if you want bumpy refractions (reflections work on both), or need the extra realism, use the boxes - general idea is, try both, use the fastest one that looks right
PD: If someone wants to help sending his glass material would be great!
Droogy has a really good glass material around somewhere - but I'm not sure quite where, I'm afraid... it's a realistic glass material, along the lines of this one, but prepackaged, and it's got a main of 1.6 or something, not 1 (which is the cheat matl IOR). Only difference between cheat matl and accurate one is the material IOR (the fresnel IORs are all the same)...
For tinted glass, exactly the same material, but for all the falloffs in the filter sections of the VRay material (you know, the fresnel things), both the reflect and refract map, set the white colour patch to whatever colour you want your glass tinted to. This is the same for the cheat and the accurate material, but since in the accurate version, it goes through 2 layers of glass, your tint will look darker and stronger than in the fake thin glass one.
I'm afraid I'm writing this in a hurry with a headache, so it's probably a little incoherent, but I hope it clears things up - sorry that I haven't posted any matlibs, but I'm away from MAX right now... and it has an out of date VRay version anyway - I had a lot of stuff keeping me off it, and I've been doing more in the way of general scene building than renders...
Hope this clears things up, and good luck with the architectural stuff. I'm sorry I've neglected to really cover the theory (i.e. why the hell do I need to do that? What's up with the fresnel stuff), but you don't need it for using a canned glass material, and I will be working on the theory side of things - wait and see
Yes - since windows bend light rays back to basically their original path, there is minimal distortion when light goes through them.
The way to approximate this (and get fast rendertimes with minimal impact) is to make a glass material as per normal, ensuring your fresnel falloff map does *not* have the "use material IOR thing" or whatever it's called checked, set that to 1.6 or your preferred fresnel value, then set your material IOR to 1 - this tells it to pass light rays through unbent, while preserving the classic fresnel reflectance properties of glass. Then map all this to a plane (not a box, the standard for other glass, as this approximation simulates what happens when going through 2 layers (box) with one (plane)).
Voila! Realistic, fast, flat glass. There are only 2 caveats with this technique:
1) If you get close to the glass, it looks wrong - with real glass, you have thickness, and effects at the edges of the windowpane and with increased distortion at glancing angles make real glass look fairly different close to.
2) There are some other optical things going on in glass windows that are not simulated in this approximation - most notably it doesn't deal with the fact that both layers of glass spawn reflections, and the total internal reflection you get at some angles.
Nevertheless, for distant or medium range glass, this approximation is visually indistinguishable to full blown glass, and the section of your rendertime due to glass objects will be very substantially reduced - because not only do you have half the geometric complexity at each pane, you cut down a lot on recursive reflections between glass layers etc. - and while this has a minor effect on appearance, it still looks right.
Try using a VRay 2-sided material with IOR set to 1.0, Reflect on back side turned on, and optionally, a Falloff map in the Reflect slot.
The material needs to be 2-sided so that diffuse light shows both on front- and back-facing surfaces.
You need to set the IOR to 1.0 to make the glass to be merely transparent, and not refractive, and also to make the refractions symmetrical no matter if you are looking at the surface from the front side, or the back side.
You need to check the "Reflect on back side" so that reflections will be caclulated both for front- and back-facing surfaces.
Finally, you may need the Falloff map in the Reflect slot, because with IOR of 1.0 VRay's Fresnel reflection will do nothing.
A problem you may get with this is that the shadows from lights will not be transparent. You can solve this in two ways - exclude the glass from shadow-casting for your lights; or use caustics. I realize this is not very practical, so there will be a workaround for this soon. The picture below uses caustics.
As a side note, you may extrude the glass for your project only by doubling the amount of faces - you don't need the four sides of the glass (assuming you have frames around it). Then you can use a Standard transparent material with VRay map in the refelction slot. Furhter on, 1.3 mln faces are not that much - VRay should be able to handle them
關(guān)于間接光下的bump貼圖問(wèn)題
有四種解決在間接光照下bump的辦法,
1). 用Direct GI (等于沒(méi)說(shuō)), 不過(guò)這是Vlado說(shuō)的,權(quán)威性不消說(shuō)
2). 使用Glossy Reflection, 這樣可以比較真實(shí)地計(jì)算出bump。給一點(diǎn)點(diǎn)反射貼圖,使用glossy模式(vraymap中的)。但是時(shí)間也不好說(shuō)了。相信是正確的,我也試了一下。時(shí)間寶貴,舍不得開glossy,直接reflection了。
3.) 使用大片的vraylight面光源來(lái)模擬天光,而不是直接使用天光。Vlado也提到用vraylight這一點(diǎn),當(dāng)時(shí)沒(méi)明白,今天看到vlado給出的他sponza渲染,明白了。這個(gè)對(duì)于完全室內(nèi)的(如前面的那個(gè)室內(nèi)教堂)還是有問(wèn)題的。我想來(lái)我只能偷偷地打輔助光了
加大hsph 和 interp 的值
在differ通道中有mask貼圖, 但然, bump通道也要有相應(yīng)的貼圖.
三 使用經(jīng)驗(yàn):
1: 燈光:增加VRAYLIGHT燈,可修改長(zhǎng)寬,可做線槽發(fā)光效果。
SAMPING是用來(lái)調(diào)整陰影精度的,但速度也會(huì)慢。
建議:使用MAX自帶的燈,可提高速度,做線槽發(fā)光效果再用。
2: 貼圖:MAX中增加兩個(gè)VRAY貼圖,反射中用VRAYMAP,
建議:可不用修改參數(shù),修改色彩即可??商岣咚俣?。
3: 渲染:勾選ADAPTIVE項(xiàng),其中參數(shù)可提高渲染抗鋸齒精度 .勾選INDIRECT
ILLMINATION項(xiàng)打開
4. gi時(shí) 只有vray專用影子,才有陰影 ,反射必須用vray貼圖
5 做焦散燈光強(qiáng)度要高300-1000
燈光要用反比衰減
陰影最好打開vray map.
還有焦散的光子反彈量要在300-1000左右
4. 關(guān)于反射的效果,你只要在反射里面貼上vray專用反射帖圖就可以獲得很好的效果了。 如果你打開GI,最好不要讓天空是黑色(除非是夜景)因?yàn)槿绻阏{(diào)了反射的話,就很可能反射的是天空,當(dāng)然是黑色的了……因?yàn)関ray對(duì)反射算的很精確。
5. 關(guān)于fillter
Catmull-Rom
本來(lái)就是max的采樣濾鏡之一,是具有25像數(shù)的過(guò)濾和顯著的邊界增強(qiáng)效果。
在巨幅靜貞渲染中對(duì)比其他的濾鏡來(lái)說(shuō)是效果最好的,但反鋸齒最差。 如不滿意的話建議用blackman. 用vray的話還是不要用max的采樣吧! 用vray自己的……
6關(guān)于hdri
我不知道為什么很多HDR的教程,都沒(méi)有提到Mirrored Ball格式的HDRI是無(wú)法與3dMax的spherical Environment貼圖類型匹配的。如果你直接把下載的HDRI用于環(huán)境貼圖是不能正常顯示的
8bit格式的圖象就像jpg,bmp,16bit格式的圖象就像PFM,HDR是64bit格式。就是高動(dòng)態(tài)圖像,包含不同暴光度的圖象。所以你在降低暴光度的時(shí)候,可以看到一些原來(lái)高光部分的細(xì)節(jié)
要產(chǎn)生較好的cauris效果, 必須加大采樣值, 還有, interp 比hsph不能大很多
必須是latitude/longitude格式的HDRI才支持3Dmax的spherical Environment貼圖類型。所以要在HDRshop里轉(zhuǎn)換格式
先在hdrshop打開下載的HDRi,在image菜單中->Parorama->Paroramic Transformations...
在彈出的窗口中把目標(biāo)文件格式改成Latitude/Longitude,然后OK.
把新生成圖象儲(chǔ)存后,就可以在3dmax中正常使用。(用spherical Environment貼圖類型)
879.6 in reply to 879.1
Excuse my ignorance but, how do I preprocess irradiance maps every 10th frame for use in generating an animation?
i think what u do is u set max's render dialog
to render every nth frame.
then set vray's irrad map to incremental add
then render the nth frames
and once all the nth frames are rendered,
u save the irrad map and then use it to render
the whole animation.
VRay光影追蹤渲染器有Basic Package 和 Advanced Package兩種包裝形式。Basic Package具有適當(dāng)?shù)墓δ芎洼^低的價(jià)格,適合學(xué)生和業(yè)余藝術(shù)家使用。Advanced Package 包含有幾種特殊功能,適用于專業(yè)人員使用。
1、建立場(chǎng)景,認(rèn)為材質(zhì)和攝影角度滿意后,在菜單Customize\preferences\Rendering\Current
Renderer中將渲染器設(shè)為 vray,這一步驟和mental ray渲染器的設(shè)法是一樣。
2、在渲染菜單中,在indirect illmination(GI)下,勾選On,
就可以渲染出最簡(jiǎn)單的GI效果來(lái)。
3、是不是發(fā)現(xiàn)物體邊緣有很多鋸齒邊?下邊再勾選Image
sampler(Anti-aliasing)中的
Simple two-level。
全局照的設(shè)置過(guò)程就這么簡(jiǎn)單,剛才我所做的渲染過(guò)程也就兩分鐘,但是速度還和一大堆
設(shè)置有關(guān),速度時(shí)間的彈性也很大,以上我都基本上用默認(rèn)的數(shù)值。
還有一個(gè)Multiplier數(shù)值要注意,它控制著二級(jí)照明強(qiáng)度,將它調(diào)大場(chǎng)景也許會(huì)更亮,
但不要和燈光強(qiáng)度概念混淆了。
4、 VRAY的渲染參數(shù)面板中, 有一個(gè)環(huán)境Environment, 只有兩項(xiàng)
一個(gè)是Environent color(環(huán)境顏色)選項(xiàng) ,它的作用mental ray、FR的環(huán)境色一樣
一個(gè)是環(huán)境貼圖以及強(qiáng)度設(shè)置。
從功能上來(lái)說(shuō),它是取代MAX自身參數(shù)的,最重要的作用應(yīng)該是用來(lái)支持簡(jiǎn)化的HDR方式,就象FR渲染器一樣,可以設(shè)置環(huán)境貼圖的照明強(qiáng)度。要得到天空光效果也很容易,打開G
I后,在MAX環(huán)境菜單中把缺省的黑色改成一個(gè)蘭灰色,或者給它一個(gè)球形環(huán)境貼圖這樣我們就打開了全局照明,
渲 一遍試試
1. Max rate 參數(shù)與Min rate參數(shù)
我的理解: 此值表現(xiàn)光線的層次分布
將屏幕分成一個(gè)各小區(qū), 光線在此分布, 設(shè)置越高,
光線層次,
光線過(guò)渡越光滑,自然,越明顯
1 ) Vray在計(jì)算光照貼圖時(shí),
將場(chǎng)景細(xì)分成一個(gè)個(gè)基本正方形,
每個(gè)正方形的頂點(diǎn)都有一個(gè)顏色,
如果你定義一個(gè)頂點(diǎn)為藍(lán)色,另一個(gè)頂點(diǎn)為紅色,那么他們之間將是用藍(lán)色到紅色的平滑漸變
, 光照貼圖正是用頂點(diǎn)顏色來(lái)表達(dá)燈光效果的, vray通過(guò)細(xì)分模型的面來(lái)達(dá)到提高精細(xì)度的目的,您可以在光能傳遞參數(shù)窗口來(lái)控制細(xì)分的程度
2) Min rate 參數(shù)控制細(xì)分的最小值.
Max rate
參數(shù)控制著開始細(xì)分計(jì)算正方形的大小
渲染計(jì)算時(shí)渲染窗口中會(huì)出現(xiàn)一個(gè)個(gè)小方塊對(duì)場(chǎng)景進(jìn)行細(xì)分,剛開始出現(xiàn)小方塊的大小與Max
rate的值相關(guān),其值越小方塊越大,花的時(shí)間越短.
第二遍細(xì)分計(jì)算方塊會(huì)更小
最后一遍計(jì)算時(shí)的方塊大小由Min rate決定
Min rate 主要
一般來(lái)說(shuō),模擬計(jì)算gi
時(shí)渲染時(shí)間主要花在光照貼圖的計(jì)算上了,計(jì)算遍數(shù)或者說(shuō)幾幅光照貼圖
=(max rate值-min rate值 1),
計(jì)算遍數(shù)或者說(shuō)幾幅光照貼圖 =(max rate值-min rate值
1) , 越多
效果就越好 也就是說(shuō) max/min 為 -9 / -2 時(shí), 效果比 max/min
-3/-2好
2 其它參數(shù)(學(xué)習(xí)VR上www.dhdzp.com)
Hsph subdivs: 計(jì)算gi時(shí)的采樣值,與定義值為15,加大它肯定會(huì)增加渲染時(shí)間,但增加的不多,
Hspr細(xì)分值 默認(rèn)為15,到25~30為佳,再大也會(huì)像b razil一樣了…………
注意此值表現(xiàn)材質(zhì)及貼圖的細(xì)膩程度,
光滑程度
Clr thershold Normr thershold
根據(jù) vray原作者的回答:
that's it. Lowering these parameters will
make irradiance map calculations longer, but will capture GI detail
better
Personally I don't ajust these settings, But I guess if they
are set to high, you start loosing detajl, and if to low, it needs more
subdivs (time) to render smooth?.
There is something about the detail which is lost (small objetcs such as
the horizontal
elements on the wall seem a bit flat. I've read that by reducing the
Normal thresh that can
become better
Interp. Samples: 40
(此值為光照貼圖加入原渲染結(jié)果的精度,可設(shè)大一點(diǎn),不太影響渲染時(shí)間)
此值太大 ,softing in surfaces, 一般 40即可
Secondary bounces: subd: 1, depth: 3
(注意:為達(dá)到良好的gi效果,最好不要關(guān)掉第二級(jí)反彈,節(jié)約時(shí)間的關(guān)鍵在于
max min
的值及光照貼圖的幅數(shù))也不要輕易的動(dòng)原設(shè)定值。)depth大一點(diǎn),這樣,
渲染的細(xì)節(jié)就會(huì)多一點(diǎn)
As for sec. bounce subdivision parameter, I think it controls the
sampling of the secondary bounces, that is the higher this number is the
less noisy the image.
Depth 控制光線反射 ,反彈的次數(shù), 一般場(chǎng)景不超過(guò) 5
假如是玻璃, 應(yīng)該大一點(diǎn).
關(guān)于燈光 一次反彈與二次反彈的 Muliplier值問(wèn)題
1、非封閉空間,由于沒(méi)有很多物體做光線的反射,缺省的一次、二次反彈值都是一樣的,這樣可以彌補(bǔ)空間散失的反射光線。
可以出效果,但是覺(jué)得這樣的效果很平淡。(建議不要這樣用。)
2、非封閉空間,可以利用環(huán)境貼圖做為補(bǔ)充照明,所以要把二次反彈值減小。(建議這樣用)要點(diǎn)是把環(huán)境貼圖和二次反彈值聯(lián)合在一起考慮。
3、封閉空間,環(huán)境貼圖已經(jīng)不起作用了,但是物體已經(jīng)可以形成足夠的二次照明,所以如果還是用缺省的值,二次反彈就會(huì)太亮,燈光布置足夠多的時(shí)候,連一次反彈都會(huì)太亮。所以我的習(xí)慣是燈光亮度、一次反彈、二次反彈的值呈降冪排列比如:
1. 2\0.8\0.5。
也可用 0.7\0.7\0.
第二部分計(jì)算 render階段 (學(xué)習(xí)VR上3DMAX教程網(wǎng)www.dhdzp.com)
直接光照(與max的掃描線渲染作用相同), 這時(shí)還計(jì)算cauris, 反鋸齒, 運(yùn)動(dòng)模糊等等, 將 I-map插入場(chǎng)景
直接光照是 render 計(jì)算
有兩種方式進(jìn)行全局光照,
直接計(jì)算,速度極慢,但gi光照效果準(zhǔn)確, 細(xì)節(jié)真實(shí), 在動(dòng)畫中也不容易出現(xiàn)閃爍現(xiàn)象. 注意:對(duì)于一般的建筑室內(nèi)場(chǎng)景,直接計(jì)算消耗時(shí)間太長(zhǎng),對(duì)于室外場(chǎng)景,由于反彈次數(shù)少,可用它進(jìn)行計(jì)算
模擬計(jì)算,在原渲染結(jié)果上附加一層光照貼圖I-map(vray快速gi的秘訣),
fr的計(jì)算方式
..
直接計(jì)算方式時(shí)間特長(zhǎng), 一般rh-ray不大于32, deffuse depth不大于2
…
1/8 1/4計(jì)算方式容易殘生黑斑, 但速度較快, 一般用來(lái)進(jìn)行草稿渲染
正是出圖建議使用 1/1方式, 特別是室外場(chǎng)景
將光線貼圖插入場(chǎng)景的方式有三種, (見(jiàn)vray附帶說(shuō)明書 ), 一般使用第二種即可(vray默認(rèn)), 第三種插入方式最準(zhǔn)確, 表現(xiàn)材質(zhì)貼圖最準(zhǔn)確,但是要求采樣值(hsph)及interp最高.
全局參數(shù)的設(shè)置:
1. Max rate 參數(shù)與Min rate參數(shù)
我的理解:
此值表現(xiàn)光線分布的層次 , 它將屏幕分成一個(gè)各小區(qū)pixel,光線對(duì)每個(gè)小塊采樣計(jì)算, 仔細(xì)觀察一下, 就可發(fā)現(xiàn)每個(gè)小塊pixel的亮度, 顏色是相同的, 因此, 小方塊越小光線過(guò)渡越光滑,層次越自然,豐富。
一般說(shuō)來(lái),要表現(xiàn)間接光下的陰影, max/min的值就越高
注意: min的值絕對(duì)控制著渲染的時(shí)間, 加大 1, 渲染時(shí)間增大4倍
(學(xué)習(xí)VR上www.dhdzp.com)
2) max/min確定后, 渲染時(shí)間與場(chǎng)景渲染出圖圖幅有關(guān), 圖幅越大, 渲染時(shí)間越長(zhǎng). 也就是說(shuō) 800x600的圖幅在其他參數(shù)都相同的情況下, 渲染時(shí)間是400x300的4倍
假如 max/min為 –3/-2 , 圖幅為800x600, 在其它參數(shù)相同的情況下, 渲染時(shí)間與max/min為 –4/-3 圖幅為-4/-3的渲染時(shí)間完全相同. 但是由于 800x600 max/min 為-4/-3 的圖 ,由于pixel的尺寸比前者的大,容易出現(xiàn)黑斑, 這時(shí)需要更大的hsph來(lái)消除黑斑,也就是說(shuō), hsph只與 max/min相關(guān),與圖幅大小無(wú)關(guān)
所以, vray作者推薦 先用小圖幅渲染I-map, 存盤后,用大圖幅真實(shí)出圖,記住這時(shí)要將I-map取出
為什么圖幅越大,GI的精度越高呢?這是因?yàn)?max/min一定, 小方塊的絕對(duì)大小就定了, 這時(shí), 假如將場(chǎng)景傳染出圖的圖幅設(shè)置的很大, 相對(duì)小圖幅的設(shè)置來(lái)說(shuō), 小方塊就多了.
注意: 對(duì) 800x640的圖來(lái)說(shuō), min 為 –1, 一般來(lái)說(shuō)精度已夠高了, 這時(shí)渲染時(shí)間一般在 1-2個(gè)小時(shí), min為0 時(shí), 渲染時(shí)間變成了原來(lái)的四倍,這時(shí),渲染時(shí)間已與直接計(jì)算方式相同 有人抱怨說(shuō), 圖幅為 4000x2000 max/min為 默認(rèn)值 –2/-1 ,渲染時(shí)間長(zhǎng)的受不了實(shí)際上是建渲染設(shè)置的太高了
Min rate 參數(shù)控制細(xì)分方格(pixel)的最大值, 在I-map圖上, 它對(duì)場(chǎng)景中平坦的部分進(jìn)行采樣.
Max rate 參數(shù)控制細(xì)分方格(pixel)的1最小值, 它對(duì)場(chǎng)景中邊界,轉(zhuǎn)折處, 曲面
部分進(jìn)行采樣
一般說(shuō)來(lái), 場(chǎng)景中平坦部分. 光照變化均勻部分的pixel應(yīng)該少些
邊界,轉(zhuǎn)折處, 曲面, 光照變化不均勻部分的pixel應(yīng)該多些
Mn rate 參數(shù)控制著開始細(xì)分計(jì)算正方形(pixel)的絕對(duì)大小, 渲染計(jì)算時(shí), 渲染窗口中會(huì)出現(xiàn)一個(gè)個(gè)小方塊對(duì)場(chǎng)景進(jìn)行細(xì)分,出圖尺寸越大, 小方塊的數(shù)量越多,
比如, 640x480的小方塊數(shù)就是320x240的四倍,
剛開始出現(xiàn)小方塊的大小與Min rate的值相關(guān),其值越小(一般為負(fù)數(shù), 絕對(duì)值越大) 方塊越大,花的時(shí)間越短. 第二遍細(xì)分計(jì)算小方塊會(huì)一分為四
最后一遍計(jì)算時(shí)的方塊大小由Min rate決定
Max rate 主要控制場(chǎng)景轉(zhuǎn)折處的光線采樣
Min rate 主要控制場(chǎng)景平坦處的光線采樣
一般來(lái)說(shuō),模擬計(jì)算gi 時(shí)渲染時(shí)間主要花在光照貼圖的計(jì)算上了,計(jì)算遍數(shù)或者說(shuō)幾幅光照貼圖 =(max rate值-min rate值 1),
一般來(lái)說(shuō), max產(chǎn)生的小方塊應(yīng)該比場(chǎng)景中需要表現(xiàn)出光效的物體的最小面要小
max越小, 光照情況越準(zhǔn)確,精細(xì)(學(xué)習(xí)VR上3DMAX教程網(wǎng)www.dhdzp.com)
計(jì)算I-map, 實(shí)際上就是用一堆 大小從max到min的小方塊來(lái)拼接間接光照?qǐng)D, 每個(gè)方塊pixel的計(jì)算時(shí)間是相同的, 每個(gè)pixel的亮度也是相同的
min-max 1 確定了我們有種 不同大小的方塊
min max決定了方塊的絕對(duì)尺寸大小
由上面所說(shuō)的我們可得出下面的結(jié)論
1) I-map尺寸(也就是渲染出圖尺寸越大) , 需要的 小方塊越多, 小渲染時(shí)間越長(zhǎng)
2) 對(duì)于每個(gè) pixel來(lái)說(shuō), 小方塊尺寸越小, 在保證不出現(xiàn)黑斑的情況下, 要求落在
它上 面的光線也就越少, 當(dāng)然, 這些光線也要分布的均勻一點(diǎn)
也就是說(shuō), max/min越大, hsph可以越小
那么然和才能讓更多的光線落在 I-map上, 而且更均勻呢,
第一個(gè)辦法, 加大 hsph,
第二個(gè)辦法, 加大二次反彈中的subdivs,
這兩個(gè)辦法并不使圖面亮度增加, 我還發(fā)現(xiàn), 加大 subdivs渲染時(shí)間增加的并不多
而且光線分布更均勻, 不容易出現(xiàn)黑斑
vray這一點(diǎn)是符合實(shí)際情況的, 光線的第一次漫反射光線強(qiáng)度較二三次要強(qiáng), 而且還有一定的方向傾向, 二次三次反射光線數(shù)量較多, 但總亮度不大, 而且射向四面八方, 分布十分均勻
第三個(gè)辦法, 加大反彈次數(shù), 但是這個(gè)辦法可使圖面的亮度, 飽和度增加了,
而且不太符合實(shí)際情況, 使圖面顯得不太這真實(shí)
對(duì)于室內(nèi)一般場(chǎng)景, 光線一般反射6次就可忽略不計(jì)了
對(duì)于室外一般場(chǎng)景, 光線一般反射2次就可忽略不計(jì)了
顯然, 我們希望 小方塊pixel盡可能少, 而且能將光照?qǐng)D的亮度層次變化表現(xiàn)出來(lái)
那么, 我們是如何來(lái)放小方塊的呢 ?
場(chǎng)景平坦的地方, 光照層次變化不大的地方放大方塊來(lái)表現(xiàn)
邊界處, 曲面, 凹凸處放小方塊來(lái)表現(xiàn)
亮度變化大的地方放小方塊來(lái)表現(xiàn) ( 間接光下, 一般亮度變化不大, 除非一些間接光下的陰影處, 凹凸貼圖處, 被物體遮擋的陰暗處,向光面與背光面才有用亮度變化
vray是如何做到這一點(diǎn)的呢
第一遍, vray將所有I-map 鋪上一遍 由min確定的大方塊pixel, 對(duì)每個(gè)小方塊進(jìn)行光線跟蹤計(jì)算
第二遍, vray將所有上一次計(jì)算的pixel一分為四, 以用兩個(gè)判斷條件, 判斷這四個(gè)小方塊是否在 物體的邊界處 , 曲面上, 凹凸處, 光照情況變化處…….
假如是, 那末就對(duì)此小方塊進(jìn)行光線跟蹤計(jì)算
不是, 次小方塊的光照信息采用上一級(jí)小方塊的光照信息
第三遍, 第四編同第二編計(jì)算一樣, 依次用判斷條件進(jìn)行判斷計(jì)算, 一直到pixel
的大小達(dá)到max的要求就停止了
vray靠這種方法, 在場(chǎng)景物體的邊界處 , 曲面上, 凹凸處, 光照情況變化處……放上了應(yīng)該放的小方塊
那么, 這兩個(gè)判斷條件是什么呢? Clr thershold 控制pixel是否在光照亮度變化處, Normr thershold判斷pixel是否在場(chǎng)景物體的邊界處 , 曲面上, 凹凸處.
Vray 還有一個(gè)參數(shù) show adaptive , 就是為了讓人們了解pixel的計(jì)算情況, 第一遍計(jì)算是正常顏色, 第二遍計(jì)算是綠色, 第三遍紅色, 第四遍藍(lán)色>>>>
根據(jù)這些顏色分布, 我們可知道 pixel在場(chǎng)景中的分布
'Show adaptive' colors the GI samples based on the irradiance pass when they were computed. The samples from the first pass are with normal colors, those from the second pass are green, from the third is red, the forth - blue etc.
In this way you can see which parts of the image need more GI samples. It will not show where the samples are - you can see this while the irradiance map is being computed. You can also view the individual samples if you save the map and then render with the map loaded from file and Interpolation samples set to 1.
2 其它參數(shù) (學(xué)習(xí)VR上3DMAX教程網(wǎng)www.dhdzp.com)
Hsph subdivs: vray在計(jì)算間接光照時(shí), 光源朝各個(gè)方向發(fā)出一定數(shù)量Hsph subdivs個(gè)光線,這些光線照到場(chǎng)景中的物體后, 反彈出同樣數(shù)量的光線,這樣再進(jìn)行反彈, 直到達(dá)到規(guī)定的反彈次數(shù)(二次反彈深度系數(shù)決定).
最后, Vray計(jì)算貼在場(chǎng)景中各個(gè)物體表面的I-map上的光照信息.
在I-map上, vray是靠 interp 個(gè)點(diǎn)來(lái)儲(chǔ)存光照信息的, 在進(jìn)行render時(shí), 又用interp個(gè)點(diǎn)來(lái)將光照信息一環(huán)境貼圖的方式插入到render階段的場(chǎng)景中的物體上去.
注意此值表現(xiàn)光線漫反射光照(不是材質(zhì)及貼圖)的真實(shí)程度精確程度,加大它肯定會(huì)增加渲染時(shí)間,但是可增加圖面漫反射光照的精確程度,真實(shí)程度, 減少圖面的斑點(diǎn),一般來(lái)說(shuō), 加大到圖面沒(méi)有半點(diǎn)就不要增加了
設(shè)置 hsph值的原則, 在 min確定的pixel下圖面部分不能有斑點(diǎn)
Vray推薦的最佳值:
當(dāng)max/min –3/-2 (vray默認(rèn)值) 時(shí) , Hspr采樣值為默認(rèn)值為15.
我的經(jīng)驗(yàn), 640x480的圖幅, Max/min為 –4/-3時(shí), Hspr采樣值為 25, interp 為 27
即可滿足要求
hsph與insterp的作用主要是消除圖面出現(xiàn)的雜斑,hsph太大沒(méi)有必要,增加它會(huì)顯著增加渲染時(shí)間 . max/min越小, 不出現(xiàn)黑斑的hsph越小
Interp. Samples 此值為光照貼圖加入原渲染結(jié)果的采樣數(shù),加大一點(diǎn),不太影響渲染時(shí)間, 在I-map和 render階段, 此值都參與了計(jì)算
注意, 存儲(chǔ)I-map文件或一氣呵成計(jì)算I-map時(shí), hsph 與interp均對(duì)I-map結(jié)果有影響, 但從文件中取出I-map計(jì)算GI時(shí), 只有interp參數(shù)起作用, 對(duì)GI渲染結(jié)果有影響, 其他參數(shù)均失效, 不起作用, 一般情況下, 此值與hsph相同或hsph大一點(diǎn), 比hsph小就會(huì)丟失光照信息
(此值為光照貼圖加入原渲染結(jié)果的精度,可設(shè)大一點(diǎn),不太影響渲染時(shí)間)
當(dāng)此值比hsph大許多時(shí), 比如 Hsph 15 Inter 100 多余點(diǎn)的亮度值是程序根據(jù)插值運(yùn)算法則來(lái)計(jì)算的, 它并不真實(shí), 實(shí)際上使 I-map變光滑了(但并不影響shader及貼圖的表現(xiàn)), 與insight 和viz4中的filter作用相同.
注意: 假如interp 比hsph大許多, 焦散, 間接光下的凹凸貼圖, 間接光下的陰影, 被遮擋處一些陰暗面很可能失去
如果它比hsph小就會(huì)丟失光照信息.
假如圖面出現(xiàn)黑斑, 斑點(diǎn), 加大Inter可以解決, 比如: hsph 20 但是 interp 為 100, 圖面絕對(duì)不會(huì)出現(xiàn)黑斑
漫反射的結(jié)果I-map 可保存為文件, 下次計(jì)算時(shí)(打開gi)可取出. 這樣你就不用再計(jì)算了
在這里有必要再?gòu)?qiáng)調(diào)一下vray的特點(diǎn):
vray的參數(shù)設(shè)置與出圖大小相關(guān).對(duì)于貼圖及材質(zhì)表現(xiàn),圖幅越大精度越低,對(duì)于GI參數(shù),圖幅越大精度越高
Clr thershold 和Normr thershold
Vray的GI優(yōu)化參數(shù),根據(jù) vray原作者的回答, 減少它會(huì)增加采樣數(shù), 增加渲染時(shí)間
根據(jù)我的理解, 這兩個(gè)值的含義為,
vray在進(jìn)行g(shù)I計(jì)算時(shí), 現(xiàn)根據(jù)max 值,將要渲染的圖分成一個(gè)個(gè)小方塊(piexl), max的式確定了小方塊的絕對(duì)大小,
第一遍計(jì)算I-map時(shí), vray對(duì)每一個(gè)小方塊都進(jìn)行了raytrace的GI運(yùn)算,
第二遍計(jì)算I-map時(shí), vray將每個(gè)小方塊一分為四,然后坐了兩個(gè)判斷,
如果這些小方塊(pixel)的RGB值及亮度的差異小于clr Threshold的指定值,那么這個(gè)pixel上的光照信息采用上一級(jí)的piexly已經(jīng)計(jì)算的結(jié)果,大于clr Threshold的指定值, 就通過(guò)正常的光線追蹤計(jì)算來(lái)此piexl的光照信息
2) 如果這個(gè)pixel上法線的夾角與上一級(jí)piexl上法線的夾角只差小于Normr thershold指定的值 ,那么這個(gè)pixel上的光照信息采用上一級(jí)的piexly已經(jīng)計(jì)算的結(jié)果,大于normal Threshold的指定值, 就通過(guò)正常的光線追蹤計(jì)算來(lái)此piexl的光照信息。
一般說(shuō)來(lái)物體的邊界在第二次計(jì)算時(shí)都會(huì)被采樣重新計(jì)算
此值越小, 在場(chǎng)景中的邊界,角落 曲面 ,凹凸部分的Pixel計(jì)算就越精細(xì)
Vray設(shè)置這些選項(xiàng)原本的用意是用來(lái)來(lái)加快渲染速度. 一般說(shuō)來(lái),
場(chǎng)景中假如很平坦,規(guī)矩,簡(jiǎn)單, 加大normal的值,
場(chǎng)景中假如五顏六色,但光照層次變化不大,將Clrj加大,甚至可到100, 關(guān)掉這個(gè)判斷條件.靠normal來(lái)對(duì)物體的邊界等法線變化出取樣
場(chǎng)景中假如曲面較多,減小normal的值
場(chǎng)景中假如平坦,規(guī)矩,簡(jiǎn)單, 但光線變化層次較多,減小clr值,加大 normal
總之, 在進(jìn)行基于max的GI計(jì)算后, 是否進(jìn)行下一步的GI計(jì)算就靠這兩個(gè)參數(shù)來(lái)控制, 你可以靠它來(lái)使下一級(jí)GI在場(chǎng)景中那里計(jì)算
可以這樣理解 Normr thershold 控制著在場(chǎng)景中的邊界,角落 曲面 ,凹凸部分…….等幾何條件變化處 進(jìn)行Pixel計(jì)算的敏感程度,
Normr thershold越低, 在這些部分pixel進(jìn)行跟蹤計(jì)算的密度和數(shù)量就越大
Clr thershold控制著在場(chǎng)景中的 陰影, 凹凸貼圖, 焦散, 倍遮擋的暗處….等光照變化處 進(jìn)行Pixel計(jì)算的敏感程度,
比如, 減小Normr thershold的 , 在球面進(jìn)行pixel取樣計(jì)算的數(shù)量就越多. 加大 Clr thershold值, 間接光下的陰影表現(xiàn)就會(huì)不明顯
顯然, max = min clr與normal不起作用
clr/normal=0時(shí),GI計(jì)算就一點(diǎn)沒(méi)有優(yōu)化
Secondary bounces下的subdivs和 depth
Subdivs 控制第二次反射的光線細(xì)分值 , 細(xì)分值越小, 二次反射的精度越高, 效果越好, 設(shè)為1, 每hsph個(gè)光線反彈出一條光線.設(shè)為10, 每hsph個(gè)光線反彈出10條光線 .
我發(fā)現(xiàn), 加大 subdivs渲染時(shí)間增加的并不多
而且光線分布更均勻, 不容易出現(xiàn)黑斑
vray這一點(diǎn)是符合實(shí)際情況的, 光線的第一次漫反射光線強(qiáng)度較二三次要強(qiáng), 而且還有一定的方向傾向, 二次三次反射光線數(shù)量較多, 但總亮度不大, 而且射向四面八方, 分布十分均勻
depth Depth 控制光線反射 ,反彈的次數(shù), 一般場(chǎng)景不超過(guò) 5
我一般將室內(nèi) 設(shè)為 subd=hsph depth 5 比如hsph 30 那末 second bounce
的 sub=30 depth=5
室外我一般設(shè)為 subd= 1 depth 1 或者關(guān)掉 二次反彈
假如是玻璃, 應(yīng)該大一點(diǎn), 一般為 5
關(guān)于燈光 一次反彈與二次反彈的 Muliplier值問(wèn)題
一次反彈及二次反彈的 Muliper不僅控制著漫反射光的亮度, 還控制著漫反射光的顏色飽和度
1、非封閉空間,由于沒(méi)有很多物體做光線的反射,缺省的一次、二次反彈值都是一樣的,這樣可以彌補(bǔ)空間散失的反射光線。
可以出效果,但是我覺(jué)得這樣的效果很平淡。(建議不要這樣用。)
2、非封閉空間,可以利用環(huán)境貼圖做為補(bǔ)充照明,所以要把二次反彈值減小。(建議這樣用)要點(diǎn)是把環(huán)境貼圖和二次反彈值聯(lián)合在一起考慮。
3、封閉空間,環(huán)境貼圖已經(jīng)不起作用了,但是物體已經(jīng)可以形成足夠的二次照明,所以如果還是用缺省的值,二次反彈就會(huì)太亮,燈光布置足夠多的時(shí)候,連一次反彈都會(huì)太亮。所以我的習(xí)慣是一次反彈、二次反彈的mulipier 值為
0.8 / 0.5 也可用 0.7\0.7\0.5
總之, 二次反彈的mulipier 值一般不大于1 , 要不然室內(nèi)就像一個(gè)老君爐, 映色太厲害
假如房間有個(gè)紅地毯, 整個(gè)房間太紅了
根據(jù)我個(gè)人經(jīng)驗(yàn), 將二次反彈的 depth值設(shè)為5, 整個(gè)房間光照要?jiǎng)蚍Q的多,也比較自然
vray說(shuō)明書推薦使用第三種 Image sampler (Anti-aliasing)的方式Adaptive subdivision, 這種方式的好處時(shí)渲染時(shí)間快,但是,它的Anti-aliasing力度沒(méi)有Simple two-level來(lái)的大, 我發(fā)現(xiàn)渲染大圖時(shí),用Simple two-level加大參數(shù)渲染要來(lái)得快
3. 燈光參數(shù)的意義
On 這不用說(shuō)了吧 (學(xué)習(xí)VR上3DMAX教程網(wǎng)www.dhdzp.com)
Double-sided 確定燈光是否兩面都發(fā)光。
Transparent 不選中時(shí),燈是可見(jiàn)的。選中時(shí),燈不可見(jiàn),可以用來(lái)模擬天光,窗口
的進(jìn)光
Ingore light normals 默認(rèn)狀態(tài)下,由于采樣數(shù)太低, 將陰影區(qū)將產(chǎn)生麻點(diǎn),即使不在陰影中的區(qū)域內(nèi), 有時(shí)也會(huì)產(chǎn)生麻點(diǎn) 。勾選中后vraylight照射的麻點(diǎn)會(huì)少點(diǎn),(但物理上是不正確的)
No decay – 勾選不衰減
Store with irradiance map – 將光照結(jié)果保存在光照貼圖中, 這在渲染游歷動(dòng)畫很有用。
U , V , W, 目前只有平面矩形燈, 球狀燈, 正式版本后燈的類型會(huì)多點(diǎn)
Subdivs - this controls the quality (graininess) of the shadows. Greater values will produce smoother shadows. The parameter determines the number of samples (per pixel) that VRay will make in order to calculate the shadows (actually, this parameter is the square of the number of samples). VRay may send less (but never more) shadow rays when possible without loss in visual quality.
控制陰影的質(zhì)量。大點(diǎn)會(huì)光滑一點(diǎn)。
Low subdivs - this is used instead of Subdivs for irradiance map calculations and also when the level of a ray becomes greater than the degrade depth (see below). Each intersection of a ray with a surface increases its ray level by one. For example reflections typically increase the level of a ray by one, and refractions - by two, since the ray needs to pass through the front and the back surface of the refractive objects.
這個(gè)看不懂,呵呵。
Degrade depth - this is the ray level after which Low subdivs will be used instead of Subdivs. In the recent version of VRay, sampling is to a large extent handled automatically, so you can set this to a large value without performance loss.
這個(gè)好像說(shuō)沒(méi)用。嘿嘿。
normal lights are computed separately from the GI. Only VRayLights that had the "Save with irradiance map" option turned on will be saved with the map
小技巧:
1. 要獲得較理想的光照效果還必須打開二次光照反射,速度將會(huì)急劇的下降 二就是加大min rate和max rate(最多到-2,-1,再加大就像brazil一樣了),或在rate為-3,-2的情況下加大下面的Hspr細(xì)分值(默認(rèn)為15,到25~30為佳,再大也會(huì)像b razil一樣了……………… )!
調(diào)試過(guò)程中可以暫時(shí)關(guān)掉二次反彈,正式渲染的時(shí)候再打開,不建議關(guān)掉二次反彈換取速度,會(huì)少很多效果的。
出現(xiàn)黑斑的處理方式: 加大Irradiance里 Interp的值。
2 即使是單色的物體,比如白墻壁,都不要僅給它MAX的基本材質(zhì),在DIFFUSE里給它一個(gè)白色的貼圖圖片,可以減少產(chǎn)生黑斑。
3, 草圖計(jì)算時(shí), 可先用 320x240 圖幅計(jì)算光照貼圖, (用此方法可加速, 也可將Min rate值設(shè)低, 例如為 –2 達(dá)到較好精度 ), 將光照貼圖存盤,
v-ray 入門(2)——景深
1、參考建立場(chǎng)景,并開攝影機(jī)的Environment Ranges下的show選項(xiàng)。在數(shù)值里填上合適的數(shù)值,這些數(shù)值控制取景范圍。你會(huì)發(fā)現(xiàn)在視圖中,有條黃線會(huì)隨數(shù)值的更改會(huì)移動(dòng),根據(jù)調(diào)Near數(shù)值盡量把黃線放在Camera.target附近。當(dāng)然也許你的場(chǎng)景中的Near數(shù)值會(huì)我不一樣,沒(méi)關(guān)系的。(Camera.target的位置其實(shí)代表的就是興趣點(diǎn),也就是渲染完最清晰的那部份)
2、打開渲染設(shè)制,在Filtering/DDF卷展欄下,勾選在Depth of field下的ON選項(xiàng),然后在Focal dist里填入剛才那個(gè)Near數(shù)值,這樣就決定了興趣點(diǎn)的位置。也可以勾選Get from camera(直接從攝影點(diǎn)獲取興趣點(diǎn)),如果你勾選了Get from camera那么剛才的Near數(shù)值就不起作用了。(是不是有點(diǎn)多此一舉?如果你做的是靜帖,那么直接用Get from camera好了。)
3、 下面有兩個(gè)數(shù)值值得注意。(學(xué)習(xí)VR上3DMAX教程網(wǎng)www.dhdzp.com)
Shutter size:它控制著取景深度,如果把這個(gè)數(shù)值調(diào)高的話,那個(gè)景深的程度會(huì)更大些。(效果上看,更模糊點(diǎn)。)Subdivs:這個(gè)數(shù)值控制著景深效果的極別,把它調(diào)高的,可取得更理想的畫質(zhì),(圖3是Subdivs=3的效果,圖4是Subdivs=10的效果。當(dāng)然會(huì)增加渲染時(shí)間。我認(rèn)為最后渲染時(shí),至少要把它設(shè)為8以上。
4. 焦點(diǎn)模糊速度很快。
A區(qū)是設(shè)置焦點(diǎn)模糊的,勾選ON就可以打開了,第一個(gè)按鈕是設(shè)置焦距的
下面的勾,選取后就是以攝影機(jī)的落點(diǎn)為焦點(diǎn)。下來(lái)是快門的光圈尺寸,和現(xiàn)實(shí)中的攝影機(jī)一樣,光圈越小越清晰,越大景深越
淺越模糊。B 區(qū)是過(guò)濾方式,選項(xiàng)很豐富,自己慢慢去試吧。評(píng)價(jià)是可用、好用、設(shè)置簡(jiǎn)單、速度飛快。
v-ray簡(jiǎn)單入門(3)——焦散。
要作出焦散效果: shadow要用vray shadow , 反射和折射貼圖都要用VRAYMAP才行
焦散的參數(shù)簡(jiǎn)單得只有4個(gè)參數(shù)
Sph Subdivisions
越大越真實(shí), 注意, 其值大小的2倍與渲染時(shí)間成正比
Multipler
越大焦散效果越明亮
Search Dist.
焦散光子的追蹤影響的范圍值, 調(diào)小了就會(huì)一個(gè)一個(gè)的光斑很明顯,如果大一點(diǎn)速度就會(huì)明顯下降,但是效果很好。
Max Photons
控制焦散效果的清晰與模糊, 越大, 越模糊, 其值為15時(shí), Sph Subdivions 大于6000后才起作用, 但這時(shí)的焦散效果并不是太好
1. 勾選參數(shù)后,加大MULTIPLIER值到60000左右就可以出效果了,你顆狠心將其加到100000(最大值), 其速度仍然飛快.
注意: 渲染時(shí)間的平方與sph subdivs參數(shù)值的兩倍成正比
2. 還有個(gè)辦法是加大燈光的亮度然后調(diào)整燈光的衰減值,根據(jù)其官方范例的的燈光設(shè)置時(shí),用vray light 將燈的強(qiáng)度調(diào)到20,000以上例如600,000,再打開燈光的指數(shù)衰減, 但是我想說(shuō)的是如果這樣設(shè)置將使燈光的擺放位置成為問(wèn)題,因?yàn)橛辛怂p,燈離的遠(yuǎn)些就會(huì)使場(chǎng)景迅速變暗,而更糟糕的是就會(huì)出現(xiàn)你渲染的圖里那種很亮的邊緣(靠近燈光)而另一邊很暗。 當(dāng)然也有有辦法可以解決此問(wèn)題,就是燈光使用默認(rèn)強(qiáng)度(一般為1.0),再到Vray渲染面板, 在散焦一欄里將強(qiáng)度(英文是Multiplier)設(shè)為800000左右,就可輕松設(shè)置燈光了!歡迎指教??!
前一個(gè)方法簡(jiǎn)單一點(diǎn),我常是兩者合用。我發(fā)現(xiàn)它的好處是焦散的效果似乎能落在透明材質(zhì)本身里面,這樣玻璃的效果非常好。
v-ray簡(jiǎn)單入門(4)——材質(zhì)的制作
vray中自帶的材質(zhì)主要是vray不支持max中的raytrace材質(zhì), 它的功能與raytracee相似, vray支持raytrace貼圖, vraymap的作用與raytrace貼圖作用相同, 但是使用vraymap, 速度更快,效果更好, 特別是計(jì)算焦散. [ 材質(zhì)教程: www.dhdzp.com/html/cztt/czjc/ ]
金屬的制作: As for the metal material, set diffuse color to be a dark to very dark grey - VRay reflection map to almost white, say 80 - 85% white and glossiness 20 - 40 depending on how soft you want. Glossy samples should be at least 6 but 8 provides a nice smooth result with just enough noise to create a shimmery feel. I'll do tests at 4 samples just to get quicker idea. The nice thing about now being able to save irradiance maps is that testing refections and refractions is much faster.
玻璃的制作:
you can do fast, realistic thin glass just by making a transparent material with in IOR of 1 and Fresnel reflectance with an IOR of 1.6 or so - but until VRay gets itself a proper, integrated material, it won't look quite right with GI and caustics - but it doesn't do that yet anyway.
well. for architectural renderings, I've been using architecturalglass (doh!), a free s cript/material that quickly helps you make good fast rendering glass by automating the task of getting up and running those falloff maps one should use when making realistic glass. The only thing you've to do by hand (because it even has preset parameters| remember to click on faloff and shadow maps boxes to get them generated) is to change the generated raytrace map for a vray map, so it gets realistic reflections rendered. The fresnel parameter works nice with scanline, and you'd have to do the same thing with the map (change it to vray map and set it to refraction). Get it at http://www.s/ criptspot.com Works well for me
Almost, but not quite. The standard MAX material actually doesn't decrease diffuse intensity when reflect intensity is high - that's one if it's big *problems*. The Raytrace material does - a 100% reflective material has 0% diffuse intensity.
For glasses and highly reflective metals, diffuse should always be pure black - *all* the surface appearance comes from reflection/refraction. To get colourised glass/metal, you need to tint your opacity colour (change it to colour if it's on value), and your reflection colour. *Diffuse should be left at black* - lambertian shading models (aka diffuse) are *totally* f!cked up for glasswork and very reflective metal, and make it look *bad*.
Gold silver and chrome are all tinted highly reflective materials. The environment and the model shape gives the metallic look.
Water has fresnel reflectance properties, and an IOR of 1.333 - this means you need a falloff map in your reflection intensity that has an IOR of 1.333, and a material IOR of 1.333. If you are using a Vray material that should do the trick, otherwise, VRay maps standard material requires a inverted map like that for refract intensity.
While water materials can be slightly tinted, do not make the colour too blue - normally, pure water is pretty colourless stuff (your glass of water isn't bright fluorescent blue, so neither should your CG water be...).
Though for a plastic earth you might want to put a fresnel reflection in - plastics do reflect in a fresnel way, and fresnel reflections are still a great tool for realistic glass, ceramics, and plastics, they just aren't really for metals... so that earth globe might look even nicer with an IOR 2 or 3 fresnel falloff on its blurry reflections...
704.10 in reply to 704.9
Q: For the fast glass you were talking about, should I use vray material, vray map, or just fallof map with a standard shader.
A: Vray material is best, if you can. It is by far the most painless route. For various reasons, you may need to use other techniques - I will explain those
- If it's a standard shader, what kind would you recommend, wich colors for the faloff map, how much of reflection, should i use other maps such as opacity or refraction? (considering a medium blue tinted glass panel), is it possible to get this shader work as a mirror when it has to (don't know much about physics, guess when you look at certain angles)
There are 3 things you can do:
1) VRay material. As I said, this is the best option. Basically, start with a plain vanilla VRay material, make the diffuse colour black, and any specular stuff turned off, set the VRay material's IOR to 1, then drop a falloff map in your reflect slot. Set the falloff map to not use material IOR (though I don't think it does by default), and set the *falloff* IOR to 1.6.
Bingo, working phyisically realistic material. It should look great when you stick it onto your planar glass, as long as your glass is in an interesting environment and so forth
2) Standard VRay map. A little harder, but not too much more. Start with a plain vanilla Standard material, then set diffuse and specular to 0 - this should look completely flat black. Set material IOR to 1. Set a VRay map in the Reflect slot, should be set on reflect already, but if not, do. Set a VRay map in the Refract slot, set to refract. Set filter map in the Reflect one to Fresnel, IOR 1.6. Set filter map in Refract one to Fresnel IOR 1.6 (but not the same map), then swap the black for white and vice versa. Voila! Problem solved.
3) You can use a standard map with fresnel falloff and some kind of reflection map in the white slot if you don't need raytracing. This is a lame cheat, looks bad, and there is no reason for it if you have VRay except in exceptional circimstances.
This should make your planes look like glass - note that the reflections on glass are pretty damn subtle - that's why we use the stuff as windows - you can see through it. So it can be hard to see - a lot of what looks "glassy" is really the distorted refractions, and bumps in the glass - even in a pane of glass, the stuff at the edge refracts in more interesting ways. Trouble is, with this technique, bumps only affect the reflected component, when you really want the refraction getting bumped a bit.
Anyway, you may find the subtlety of the reflections is too high, so feel free to change IORs around and stuff - basically, it should act like realistic, ultra thin glass, but that may not look glassy or right for your situation - so stuff around for what works. Maybe use perpendicular maps instead of fresnel (though that is not really realistic at all, technically), or a IOR of 3 or 4 in your slot.
- and last but not least, is it faster/better to use a 3DFACE to represent those glass panels. would the recommendations change then??
I don't know quite what you mean by this - do you mean a box instead of a plane? Using boxes instead of planes is more realistic but slower. If you use a box instead of a plane, make sure you set your *material* IOR to 1.6 or so instead of 1, but otherwise, it's all the same. Usually the planes-with-1 looks much the same as box-with-1.6, but if you want bumpy refractions (reflections work on both), or need the extra realism, use the boxes - general idea is, try both, use the fastest one that looks right
PD: If someone wants to help sending his glass material would be great!
Droogy has a really good glass material around somewhere - but I'm not sure quite where, I'm afraid... it's a realistic glass material, along the lines of this one, but prepackaged, and it's got a main of 1.6 or something, not 1 (which is the cheat matl IOR). Only difference between cheat matl and accurate one is the material IOR (the fresnel IORs are all the same)...
For tinted glass, exactly the same material, but for all the falloffs in the filter sections of the VRay material (you know, the fresnel things), both the reflect and refract map, set the white colour patch to whatever colour you want your glass tinted to. This is the same for the cheat and the accurate material, but since in the accurate version, it goes through 2 layers of glass, your tint will look darker and stronger than in the fake thin glass one.
I'm afraid I'm writing this in a hurry with a headache, so it's probably a little incoherent, but I hope it clears things up - sorry that I haven't posted any matlibs, but I'm away from MAX right now... and it has an out of date VRay version anyway - I had a lot of stuff keeping me off it, and I've been doing more in the way of general scene building than renders...
Hope this clears things up, and good luck with the architectural stuff. I'm sorry I've neglected to really cover the theory (i.e. why the hell do I need to do that? What's up with the fresnel stuff), but you don't need it for using a canned glass material, and I will be working on the theory side of things - wait and see
Yes - since windows bend light rays back to basically their original path, there is minimal distortion when light goes through them.
The way to approximate this (and get fast rendertimes with minimal impact) is to make a glass material as per normal, ensuring your fresnel falloff map does *not* have the "use material IOR thing" or whatever it's called checked, set that to 1.6 or your preferred fresnel value, then set your material IOR to 1 - this tells it to pass light rays through unbent, while preserving the classic fresnel reflectance properties of glass. Then map all this to a plane (not a box, the standard for other glass, as this approximation simulates what happens when going through 2 layers (box) with one (plane)).
Voila! Realistic, fast, flat glass. There are only 2 caveats with this technique:
1) If you get close to the glass, it looks wrong - with real glass, you have thickness, and effects at the edges of the windowpane and with increased distortion at glancing angles make real glass look fairly different close to.
2) There are some other optical things going on in glass windows that are not simulated in this approximation - most notably it doesn't deal with the fact that both layers of glass spawn reflections, and the total internal reflection you get at some angles.
Nevertheless, for distant or medium range glass, this approximation is visually indistinguishable to full blown glass, and the section of your rendertime due to glass objects will be very substantially reduced - because not only do you have half the geometric complexity at each pane, you cut down a lot on recursive reflections between glass layers etc. - and while this has a minor effect on appearance, it still looks right.
Try using a VRay 2-sided material with IOR set to 1.0, Reflect on back side turned on, and optionally, a Falloff map in the Reflect slot.
The material needs to be 2-sided so that diffuse light shows both on front- and back-facing surfaces.
You need to set the IOR to 1.0 to make the glass to be merely transparent, and not refractive, and also to make the refractions symmetrical no matter if you are looking at the surface from the front side, or the back side.
You need to check the "Reflect on back side" so that reflections will be caclulated both for front- and back-facing surfaces.
Finally, you may need the Falloff map in the Reflect slot, because with IOR of 1.0 VRay's Fresnel reflection will do nothing.
A problem you may get with this is that the shadows from lights will not be transparent. You can solve this in two ways - exclude the glass from shadow-casting for your lights; or use caustics. I realize this is not very practical, so there will be a workaround for this soon. The picture below uses caustics.
As a side note, you may extrude the glass for your project only by doubling the amount of faces - you don't need the four sides of the glass (assuming you have frames around it). Then you can use a Standard transparent material with VRay map in the refelction slot. Furhter on, 1.3 mln faces are not that much - VRay should be able to handle them
關(guān)于間接光下的bump貼圖問(wèn)題
有四種解決在間接光照下bump的辦法,
1). 用Direct GI (等于沒(méi)說(shuō)), 不過(guò)這是Vlado說(shuō)的,權(quán)威性不消說(shuō)
2). 使用Glossy Reflection, 這樣可以比較真實(shí)地計(jì)算出bump。給一點(diǎn)點(diǎn)反射貼圖,使用glossy模式(vraymap中的)。但是時(shí)間也不好說(shuō)了。相信是正確的,我也試了一下。時(shí)間寶貴,舍不得開glossy,直接reflection了。
3.) 使用大片的vraylight面光源來(lái)模擬天光,而不是直接使用天光。Vlado也提到用vraylight這一點(diǎn),當(dāng)時(shí)沒(méi)明白,今天看到vlado給出的他sponza渲染,明白了。這個(gè)對(duì)于完全室內(nèi)的(如前面的那個(gè)室內(nèi)教堂)還是有問(wèn)題的。我想來(lái)我只能偷偷地打輔助光了
加大hsph 和 interp 的值
在differ通道中有mask貼圖, 但然, bump通道也要有相應(yīng)的貼圖.
三 使用經(jīng)驗(yàn):
1: 燈光:增加VRAYLIGHT燈,可修改長(zhǎng)寬,可做線槽發(fā)光效果。
SAMPING是用來(lái)調(diào)整陰影精度的,但速度也會(huì)慢。
建議:使用MAX自帶的燈,可提高速度,做線槽發(fā)光效果再用。
2: 貼圖:MAX中增加兩個(gè)VRAY貼圖,反射中用VRAYMAP,
建議:可不用修改參數(shù),修改色彩即可??商岣咚俣?。
3: 渲染:勾選ADAPTIVE項(xiàng),其中參數(shù)可提高渲染抗鋸齒精度 .勾選INDIRECT
ILLMINATION項(xiàng)打開
4. gi時(shí) 只有vray專用影子,才有陰影 ,反射必須用vray貼圖
5 做焦散燈光強(qiáng)度要高300-1000
燈光要用反比衰減
陰影最好打開vray map.
還有焦散的光子反彈量要在300-1000左右
4. 關(guān)于反射的效果,你只要在反射里面貼上vray專用反射帖圖就可以獲得很好的效果了。 如果你打開GI,最好不要讓天空是黑色(除非是夜景)因?yàn)槿绻阏{(diào)了反射的話,就很可能反射的是天空,當(dāng)然是黑色的了……因?yàn)関ray對(duì)反射算的很精確。
5. 關(guān)于fillter
Catmull-Rom
本來(lái)就是max的采樣濾鏡之一,是具有25像數(shù)的過(guò)濾和顯著的邊界增強(qiáng)效果。
在巨幅靜貞渲染中對(duì)比其他的濾鏡來(lái)說(shuō)是效果最好的,但反鋸齒最差。 如不滿意的話建議用blackman. 用vray的話還是不要用max的采樣吧! 用vray自己的……
6關(guān)于hdri
我不知道為什么很多HDR的教程,都沒(méi)有提到Mirrored Ball格式的HDRI是無(wú)法與3dMax的spherical Environment貼圖類型匹配的。如果你直接把下載的HDRI用于環(huán)境貼圖是不能正常顯示的
8bit格式的圖象就像jpg,bmp,16bit格式的圖象就像PFM,HDR是64bit格式。就是高動(dòng)態(tài)圖像,包含不同暴光度的圖象。所以你在降低暴光度的時(shí)候,可以看到一些原來(lái)高光部分的細(xì)節(jié)
要產(chǎn)生較好的cauris效果, 必須加大采樣值, 還有, interp 比hsph不能大很多
必須是latitude/longitude格式的HDRI才支持3Dmax的spherical Environment貼圖類型。所以要在HDRshop里轉(zhuǎn)換格式
先在hdrshop打開下載的HDRi,在image菜單中->Parorama->Paroramic Transformations...
在彈出的窗口中把目標(biāo)文件格式改成Latitude/Longitude,然后OK.
把新生成圖象儲(chǔ)存后,就可以在3dmax中正常使用。(用spherical Environment貼圖類型)
879.6 in reply to 879.1
Excuse my ignorance but, how do I preprocess irradiance maps every 10th frame for use in generating an animation?
i think what u do is u set max's render dialog
to render every nth frame.
then set vray's irrad map to incremental add
then render the nth frames
and once all the nth frames are rendered,
u save the irrad map and then use it to render
the whole animation.
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