在本节课中,我们将着眼于如何呈现和使用mental ray和Photoshop完成我们的科幻飞船模型。
In this section of the tutoial, we'll be looking at how to render and finish our sci-fi airship model using mental ray and Photoshop.
Step 01: Scene setup
First let's start by opening the scene 'airship.MA', or import your own model if you'd prefer to use that. In the Windows menu, access Settings and Preferences, then open the Plug-in Manager. In here, enable the 'mayatomr.bundle'. Next, under the Display Render Settings tab, we need to enable mental ray. In this tab, under Common, scroll down to Render Options and uncheck the Enable Default Light box.
步骤01:场景设置
首先,让我们打开场景“airship.MA”开头,或导入自己的模型,如果你更愿意使用它。在Windows菜单,访问设置和首选项,然后打开插件管理器,在这里,使“mayatomr.bundle”。接着,显示下渲染设置选项卡中,我们需要启用mental ray的。在这个选项卡中,普通下,向下滚动到渲染选项,然后取消选中启用默认灯箱。
Step 02: Preparing the background image
When choosing a background image, it's important that our airship will fit into it compositionally. In order to create more width and landscape, we can easily widen the image in Photoshop with the Crop tool. In the assets folder you'll also find a tower. Place the tower on top of the image and flip it horizontally. By adjusting the color settings, you can off-set the colors to add more of a blue tint to it until you're happy it matches the environment of the background image. Save and close.
步骤02:准备背景图像
当选择一个背景图片,这是我们的飞船将适合它组成是非常重要的。为了创造更多的宽度和景观,我们可以很容易地扩展图象在Photoshop与裁剪工具。在资产目录,你还可以找到一个塔。广场上的图像的顶部塔和水平翻转。通过调整颜色设置,可以抵销的颜色,以增加更多的蓝色调它,直到你满意它的背景图像的环境相匹配。保存并关闭。
Step 03: Importing our background image
To import the background image, we first need to access the camera settings. Under the Environment tab, press Create and plug in our prepared background image. At present our image will cover the ship, so in order to offset it behind the ship, we can adjust the depth under the Placement settings. Finally, let's select the Image Plane in the viewport and assign it to a new layer. This way we can view or hide it easily.
步骤03:导入我们的背景图片
要导入背景图像,我们首先需要访问摄像机设置。在环境选项卡,按创建并插上我们准备的背景图像。目前我们的形象将涵盖船舶,所以为了弥补它的船后,我们可以调整下的位置设定的深度。最后,让我们在视口中选择图像平面,并将其分配到一个新的层。这样我们就可以查看或容易隐藏。
Step 04: Material overview
For this project we shall use the Mia_Material_x. To understand how this works, I have laid out a quick illustration of the parameters of this material. In the Color node we can place our Diffuse textures. In the Reflection Color we can tint the Glossiness output. It's important to note that the grayscale maps in Color will also drive the Reflection output, where black is matte and white is shiny. This is the same for the Reflectivity, where I've plugged in a black-and-white checker to demonstrate the difference. The gloss works the same way, where black will drive a noisier output to super shiny glaze. Finally we can make chromium or metallic finishes by adjusting the BRDF in a similar manner, where black with full gloss creates a perfect mirror.
步骤04:材料概述
对于这个项目,我们将使用mia_material_x材质。要理解这是如何工作的,我已经制定了这种材料的参数的快速插图。在颜色节点,我们可以把我们的漫反射贴图,在反射颜色,我们可以着色的光泽度输出它指出,在色彩灰度地图也将带动反射输出,其中黑色为磨砂白色有光泽非常重要的。这是反射率,在那里我在黑色和白色的检查已经插到表现出同样的的差异,光泽的工作方式相同,在黑将带动一个嘈杂的输出超莹润。最后,我们可以通过类似的方式,在黑与全光泽创建了一个完美的镜子调整BRDF使铬或金属漆。
Step 05: Applying materials
All of the metals on the body are applied in the same manner as above. For the normal map, open up the Bump node and plug the normal map into the Standard Bump node.
When this node opens, select Tangent Space Normals. You can preview materials in the viewport by pressing 6. Press 5 to revert back to the smooth shaded mode. Apply the main body diffuse to the Color tab and the Reflection Color tab. The specular map can then be used in both the Reflective node and the Glossiness node. Also, input the specular map to the '0 Degree Reflection'. Remember to enable the 'Alpha is Luminance' option.
步骤05:应用材料
所有身体上的金属的以与上述相同的方式施加。对于法线图,打通凹凸节点和插件正常映射到标准凹凸节点。
当此节点打开时,选择切线空间法线。你可以通过按6按5恢复到平滑着色模式预览视窗材料。申请主体弥漫颜色选项卡,并反射颜色选项卡,高光贴图然后可以在两个反光节点和光泽度节点来使用。另外,输入镜面位置图“0程度的反射”。请记住,使“Alpha是亮度”选项。
Step 06: Applying the glass material
The glass material is different to the metal in that we do not apply a map to the BDRF. First apply your specular map to the glossiness, and leave the reflectivity at a standard. The diffuse can be plugged into the reflective color if you wish. Lastly apply our diffuse map to the color tab. As well as using the 6 key to see textures in real time, it may be a good idea to make some quick preview renders as you go, using a basic physical sky light under the Scene menu in the Render Settings Window.
步骤06:应用玻璃材料
该玻璃材料中的金属不同,我们不应用映射到BDRF。首先用你的高光贴图的光泽度,并保留在一个标准的反射率。如果你想漫可插入反射颜色。最后运用我们的漫反射贴图颜色选项卡。除了使用6个关键看实时的纹理,它可能是一个好主意,使一些快速预览渲染,当您去,用场景菜单下的一个基本的物理天光在渲染设置窗口。
Step 07: Lighting setup
First create a physical sun and use the scale to enlarge the sun direction arrows. Then rotate the sun direction of the shadows on the background image. Next create an image-based light sphere and import an HDR image to this. I will use the glacier.HDR supplied. The HDR intensity can also be tuned with the alpha color settings in the HDR plug-in menu, but usually the standard setting is apt.
步骤07:照明设备
首先创建一个物理防晒和利用规模扩大太阳方向的箭头,然后旋转背景图像上的阴影太阳方向。接下来,创建一个基于图像的光球和导入HDR图像这一点。我会用冰川.HDR提供。该HDR强度也可与在HDR插件菜单阿尔法颜色设置调整,但通常的标准设置容易。
Step 08: mental ray portal lights
mental ray portal lights are powered by the environment IBL we plugged in earlier. The difference is that we can now more accurately boost the IBL in certain places using the portal lights. To create a portal light, we must first create a standard area light, scale it up and point in the direction of our airship. Under the Custom Shaders menu in the area light's attributes, select the Light Shader tab and input a mia_portal_light. If you wish to increase or decrease the intensity, this can be done by manipulating the Intensity Multiplier.
步骤08:mental ray的门户灯
mental ray的门户灯是由IBL我们在前面插入的环境供电。不同的是,我们现在可以更准确地促进IBL在使用门户灯光某些地方。要创建一个入口灯光,首先要创建一个标准的区域光,它的规模并在我们的飞艇的方向点。在该地区的光的属性自定义着色器菜单中,选择光着色器选项卡,并输入一个mia_portal_light。如果你想增加或减少的强度,这可以通过操作来完成强度倍增。
Step 09: Optional
Geometry as a light source: This is an optional method for creating a light source. I've set up a quick little scene to demonstrate. By selecting any piece of geometry and assigning a new mia_material, we can then assign a mia_light_surface node to the additional color under the Advanced tab. In order for the lit object to disperse light to surrounding geometry, we first need to bump up the fg_contribution under the Parameters tab. The higher the fg_contribution, the more the light will spread. To eliminate blotchy light gradients, open the Render Settings window and enable Final Gather. By increasing the accuracy and point interpolation, you will improve the quality but increase render times.
步骤09:可选
几何图形作为光源:..这是创建光源我已经成立了一个小巧的现场演示通过选择任何几何体,并赋予新的mia_material一个可选的方法,我们可以指定一个mia_light_surface节点到另外颜色的高级选项卡下,为了让被照物体驱散光周围的几何体,我们首先需要的参数选项卡下颠簸起来的fg_contribution。在fg_contribution越高,光越会蔓延。为了消除斑点光渐变打开渲染设置窗口,并启用最终聚集。通过提高精度和插补点,你将提高质量,但会增加渲染时间。
Step 10: Optional
Spot lights: In conjunction with object lights, spot lights can be used to cheat object light direction. By setting the fg_contribution value to 0 in the object light settings. We can then place a spot light in the scene. A great way to see where your spot light is shining is to select it, and then under the Panels menu in the viewport, select 'Look Through Selected'. This way the spot light acts as a temporary camera enabling you to accurately place its path of projection.
步骤10:可选
聚光灯:......在与对象一起灯,投光灯可以用来欺骗对象光线方向的物体光设置fg_contribution值设置为0,那么我们可以一个伟大的方式放置聚光灯在现场看到你的聚光灯照耀着是选择它,然后在视口中的面板菜单中选择“浏览选择”。这样的射灯作为一个临时的摄像头使您能够准确地将其投影的路径。
Step 11: Final render settings
Now we are ready to render our final image. Let's first select the mentalrayIbl (IBL sphere) and turn off its primary visibility in the attribute editor. This can be found under the mentalrayIblShape1 Render Stats tab. Next make sure your background image is also turned off. In the Render Settings window, set the file type to PNG or TIF, whichever you prefer. Set the image size you desire and make sure Final Gather is enabled under the quality settings. This will be in the legacy options.
步骤11:最后的渲染设置
现在,我们已经准备好为了使我们的最终图像。我们首先选择mentalrayIbl(IBL球体),并关闭其主要的知名度在属性编辑器,这可以在mentalrayIblShape1下找到渲染统计信息标签。下一步要确保你的背景图片也被打开关闭。在渲染设置窗口,设置文件类型为PNG或TIF,无论你喜欢把想图像大小,并确保最终聚集在质量设置中启用,这将是在传统的选项。
Step 12: Adding steam in Photoshop
If we bring our final render into Photoshop and place it on front of our background image, we may need to slightly tweak the import or background to fine tune blend the color. This can be done using the Color Balance under the Image > Adjustments menu. I've also supplied a steam.psd which you can use to add some life to the scene. But decreasing the exposure value and opacity of this layer we can help blend it to look more like a dark smoke in the sky.
步骤12:在Photoshop中添加蒸汽
如果我们把我们的最终渲染到Photoshop,将它放在我们的背景图像的前面,我们可能需要稍微调整进口或背景微调混合的颜色。这可以在图像>调整菜单下使用的色彩平衡来完成。我还提供了一个steam.psd,你可以用一些生活增添了现场,但减少这一层,我们可以帮助其融入到看起来更像是在天空中黑烟的曝光值和不透明度。
Step 13 Quick iterations
It's very easy to completely change our scene because once you change the IBL image it will also drive the color from the portal lights. By rotating the IBL and the sun, we can drop an array of images behind our ship and match the lighting pretty quickly. There are also tons of free Photoshop plug-ins and free background images online to use . For free filters, many good ones can be found here and lots of beautiful background images can be found on www.textures.com. Go have fun!
步骤13快速迭代
这很容易彻底改变我们的场景,因为一旦你改变了IBL的图像也将从门户灯驱颜色。通过旋转IBL和太阳,我们可以放下我们的船后面图像的数组,很快匹配照明系统。还有吨的免费Photoshop插件和免费背景图片在网上使用。对于无过滤器,很多好的可以在这里找到和许多漂亮的背景图片可以www.textures.com找到。去寻找快乐!
Pro tip: Testing on neutral materials
As for materials, it's a good idea to test your light on color-neutral objects. By inserting two spheres into our scene and applying a standard mia_material_x to one and a mia material_x preset of chrome to the other, we can get a good representation of light shadow and intensity as well as atmospheric hue. To go a step further you can even apply a flat gray to your vehicle to check for shadow lines. Import different HDR images to test the outcome.
专业提示:在中性材料测试
至于材料,它的测试上的中性色物体的光线是个好主意。通过将两个球到我们的现场,并应用标准mia_material_x材质到一个和镀铬的MIA material_x预设给对方,我们可以得到一个很好的代表性光影和强度以及大气的色调,再向前迈进一步,你甚至可以将一台灰色到您的车辆检查影线。导入不同的HDR图像测试结果。
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