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1、Global Switches(全局光照開關設置)Geometry:幾何體 通用的參數Displacement:置換(勾選后使用VR自帶的置換,到不會影響MAX自帶的置換,不勾選VR的置換將不起作用。一般會選擇勾選)Force back face culling:強制背面消隱 (如勾選渲染時不顯示模型的背面,一般很少會勾選) lighting:燈光lights:燈光(燈光的總開關,不包括默認燈光,一般勾選)default lights:默認燈光(一般在布置燈光是取消勾選)hidden light:隱藏燈光(勾選會渲染隱藏的燈光,一般勾選)shadows:陰影(為還原真實的物理現象,一般會勾選)

2、show GI only:只顯示GImaterials:材質reflection、refraction:反射、折射(反射跟折射的總開關,取消所有物體的反射和折射都會消失)max depth:最大深度(指控制材質反射和折射的最大反彈次數,數值越高,渲染越慢。一般是在材質球進行單獨調節,不會在此進行統一的控制)max transp.levels:控制透明材質被光線追蹤最大深度。值越高被光線追蹤就會越深,效果會越好,但渲染相對會越慢tansp.cutoff:控制VR對透明板材質光線追蹤的終止值.保持默認即可maps:貼圖(取消勾選在渲染時看不到貼圖,一般選擇勾選)fillter maps:勾選則使用

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

4、el(面/級)2 Mem Limit(限制)400Distributed Rendering(分布式渲染設置)Distributed Rendering(分布式渲染) Settings(設置)Region Division(區域分割) Width(寬)48 Height(高)48Means(方法):Region W/H(區域 寬/高)Sequence(排序):Triangulation(三角剖分)Reverse Sequence(區域排序)Camera(照相機設置)Camera type(相機類型)Type(類型):Standard(標準)Height(高度)400 Delta(深度)2 Ov

5、erride FOV(視野)45 Auto Fit Curve(自動適合曲線)1Physical Camera(物理照相機) On(開)Type(類型):Still camera(靜止照相機)Override Focal Length(焦距)40Shutter speed(快門速度)125 Film Width(寬)36 Distortion(矢真)0Shutter angle(快門角度)180 Zoom(焦距縮放)1 Lens shift(焦距移動)0Shutter offset(快門位移)0 F-number(焦距比數)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)Basic params基本參數Aperture(光圈)0.1 Sides(段數)5 Rotation(旋轉)0Center Bias(中心偏移)0 Anisotropy(各向異性)0 Subdivs(細分)6Override Focal Dist.(焦距)200Boken effects但影響Motion Blur(運動模糊) On(開)Duration(持續時間)1 Interval Center(間隔中心)0.5 Subdivs(細分)6B

7、ias(偏移)0 Geometry samples(幾何結構采樣)2Environment(環境設置)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(圖像采樣設置)Image Sampler(圖像采樣)Fixed Rate(固定細分)Subdivs(細分)1 Adaptive QMC(自適應準蒙特卡羅)Min Subdivs(最小細分)1 Max Subdivs(最大細分)16Adaptive Subdivision(自適應細分)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(邊緣抗齒鋸過濾)On(開) Area(面積):Size(大?。?.5DMC Sampler(準蒙特卡羅采樣設置)Adaptive Amount(自適應數量)1 Min Samples(最小采樣值)8Noise Threshold(噪波極限值)0.01 Subdiv Mult(細分倍增)1Path Sampler(路徑采樣器):Randomized Halton(使隨機化)Color Mapping(顏色映射設置)Multiplier(倍增)1 Burn

9、Value(曝光值)0.8 Affect Background(影響背景)Clamp Output(加強輸出) Sub-pixel(子像素貼圖)VFB Channels(VFB通道設置)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)(邊界長度)4 M

10、ax Subdivs(最大細分)256 Amount(數量)1Relative to bbox(相對邊界盒) 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) 該選項允許您呈現圖像的單獨元素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:您可以通過單擊一次來激活通道,以突出顯示它們。在右邊的圖像中,藍色高亮顯示的通道是啟用的,而白色通道是禁用的。Output(導出設置)Output Size(導出大?。㎡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(動畫) On(開)Frame Rate(框架率) NTSC / PAL / Film(電影)/ Custom(自定義) FPS(幀)30Environment(環境設置)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(間接照明設置)GI(全局光照) On(開) Reflect Caustics(反射) Refract Caustics(折射)Post-Processing(布置數據處理) Saturation(飽和度)1 Contrast Base(基本對比度)0.5 Contrast(對比度)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(準蒙特卡羅全局光照設置)QMC GI(準蒙特卡羅全局光照) Subdivs(細分)8 Secondary Bounces(二次反彈)3Irradiance Map(發光貼圖)Basic Parameters(基本參數)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) Show Calculation Phase(顯示計算相位)Show Samples(顯示采樣點) Show Direct Light(存儲直接燈光)Detail enhancement(細節增強) On(開) Scale(比例):Screen(屏幕) Radius(半徑)60 Subdiv mult(細分倍增)Advanced Options(高級選項)Interpolation Type(插值類型):Least Squares Fit(最小平方適

17、應)Sample Lookup Type(采樣查找類型):Density Based(基于密度)Calc Samples(計算采樣)15 Multipass(多重預計算) Randomize Samples(隨機采樣) Check Sample Visibility(檢查樣本可見性)Mode(方式) Single Frame(單幀) Incremental add to current map(添加方式增加到當前貼圖) Bucket Mode(塊模式) From File(來自文件)Current Map(當前貼圖) Save(保存) Reset(清除)Post Render(渲染后) Don

18、't Delete(不刪除) Auto Save(自動保存)Light Cache(燈光緩沖設置)Calculation Parameters(計算參數)Subdivs(細分)1000 Scale(比例):Screen(屏幕)Sample Size(采樣大?。?.02 Num.Phases(進程數量)4Store Direct Light(存儲直接燈光) Show Calc.Phase(顯示計算相位) Adaptive(自適應) Reconstruction Parameters(重建參數)Pre-filter(預濾器)10 Use For Glossy Rays(使用燈光緩沖光滑光線

19、)Filter(過濾):Nearest(接近) Interp.Samples(插補采樣)5 Mode(方式) Single Frame(單幀) Fly Through(通過) Path Tracing(路徑跟蹤) From File(來自文件) Current Map(當前貼圖) Save(保存) Reset(清除) Post Render(渲染后) Don't Delete(不刪除) Auto Save(自動保存)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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