iClone 6机器人修复

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鏉ユ簮: xiao_q 浏览 3745 日期 2017-05-04 0

使用Reallusion的iClone 6创建并呈现3D场景,利用新集成的 Allegorithmic Substance,Soft Cloth Physics 和Indigo Render

Create and render a 3D scene with Reallusion's iClone 6 utilizing the newly integrated Allegorithmic Substance, Soft Cloth Physics and Indigo Render

Reallusion iClone 6 enables users to create 3D scenes in real time, complete with lighting, cameras and new tools to render commercial-quality 3D art. In this project, 'Robot Restoration', I've created and rendered a scene that demonstrates the result of using iClone 6, Allegorithmic Substance Designer and Indigo RT Renderer.

Relecusion iClone 6使用户能够实时创建3D场景,完成照明,相机和新工具,以渲染商业品质的3D艺术。 在这个“Robot Restoration”项目中,我创建并呈现了一个场景,演示了使用iClone 6,Algorithmic Substance Designer和Indigo RT Renderer的结果。

Reallusion has carved a complete path for 3D artists to easily create scenes that incorporate Substances and render like a pro with Indigo directly from iClone 6. Learn how to use the rapid development tools inside iClone 6 to quickly compose scenes in real-time, add and edit multi-layer material Substances, and instantly send everything readied to render by iClone 6 to the physically-based renderer, Indigo.

Reallusion为3D艺术家们创造了一条完整的道路,轻松创建了将物质与Indigo直接结合使用的场景,直接从iClone 6中学习。了解如何使用iClone 6中的快速开发工具快速组合场景,实时添加和添加 编辑多层物质物质,并立即将所有准备好的iClone 6渲染到物理渲染器Indigo上。

This tutorial will cover how to:

1. Import models

2. Compose a 3D scene: place models, lights and camera

3. Apply and edit substances: .sbsar, Substance 200 and Substance Designer

4. PhysX physics: soft-cloth

5. Auto-convert and apply Indigo shaders

6. Render a scene in Indigo

本教程将讲解的内容:

1.导入模型

2.组合3D场景:放置模型,灯光和相机

3.应用和编辑物质:.sbsar,Substance 200和 Substance Designer

4. PhysX物理:soft-cloth

5.自动转换并应用Indigo shaders

6.在Indigo渲染场景

Step 1: Importing 3D models

The 3D models for this project were imported using Reallusion's 3DXchange 5, which gives artists a way to easily import their 3D files or animations for use in iClone 6. Imported models in this project are mixed with some of Reallusion's 3D models from their marketplace to generate the full assortment of assets for my project. I can easily import 3D files from FBX, OBJ, SKP or 3DS formats with the ability to smooth models and support materials. I can also size models to the desired scale and then export to iClone for use in real-time scene composition.

步骤1:导入3D模型

该项目的3D模型是使用Reallusion的3DXchange 5导入的,它为艺术家提供了一种轻松导入其3D文件或动画用于iClone 6的方法。该项目中的导入模型与Reallusion的3D模型与市场中的一些混合,以产生 为我的项目提供完整的资产。 我可以轻松地从FBX,OBJ,SKP或3DS格式导入3D文件,具有平滑模型和支持材料的能力。 我也可以将模型大小调整到所需的尺度,然后导出到iClone以用于实时场景组合。

Step 2: Real-time 3D scene composition

iClone 6 3D models and scene assets are stored in the Content folder, where imported files are kept inside a Custom folder. Reallusion content packs are stored as Templates and sorted by content type, such as: Characters, Props, Terrain, Trees, Skies and Lights. 3D models from any Content folder are applied to the scene by drag-and-drop to place the model into position, or by double-clicking the file to place the model at 0,0,0 xyz coordinates. Objects can be transformed, rotated, or scaled, and their properties can be edited in the Modify Panel including physics and materials.

第2步:实时3D场景组合

iClone 6 3D模型和场景资源存储在Content文件夹中,导入的文件保存在Custom文件夹中。 Reallusion内容包存储为模板并按内容类型进行排序,例如:角色,道具,地形,树木,天空和灯光。 来自任何Content文件夹的3D模型通过拖放应用于场景,将模型放置到位,或者双击文件将模型放置在0,0,0 xyz坐标。 对象可以被转换,旋转或缩放,并且可以在“修改”面板中编辑其属性,包括物理和材料。

Above is a shot of my scene setup in iClone 6, where real-time scene composition lets me quickly place my models, assign materials, set my lighting, and position my cameras.

以上是我在iClone 6中的场景设置的一个镜头,实时场景组合使我能够快速放置我的模型,分配材料,设置照明和定位我的相机。

Step 3: Applying and editing Substance materials

Substances are multi-layered materials that can be applied to 3D models and edited via the integrated Substance slider bars to alter the look of each material layer. For example, in this project I

began with a 3D model of my robot toy that looked as if it were a new toy, but the idea was to make that robot look like an antique that had seen lots of play. I imagined that the person restoring

the robot wanted to give it a completely new look with fresh paint.

To achieve the antique effect of the robot I used a Substance that layered paint over wood and gave many parameters in the Modify panel to edit the Substance material with enough patina (a thin, green layer of copper) to add 20 years of age and rough-play to my robot.

The multi-layered Substance used in this scene comes with iClone 6. Substances are highly tweak-able inside iClone 6, where Reallusion has made over 200 Substances available via the Substance 200 content pack add-on.

步骤3:应用和编辑Substance materials

Substances是可以应用于3D模型的多层材料,并通过集成的物质滑块进行编辑,以改变每个材料层的外观。 例如,在这个项目中

从我的机器人玩具的3D模型开始,看起来好像是一个新的玩具,但想法是让这个机器人看起来像一个看到很多玩的古董。 我想象那个人恢复了

机器人想用新鲜的油漆给它一个全新的外观。

为了实现机器人的古老效果,我使用了一种物质,在木材上分层涂料,并在“修改”面板中提供了许多参数,以使用足够的铜绿(薄的绿色铜层)来编辑物质材料,以增加20岁和粗糙 - 播放到我的机器人

该场景中使用的多层物质带有iClone 6. iClone 6中的物质是非常可调的,其中Reallusion通过Substance 200内容包附件提供了超过200种物质。

The workbench, brick wall and mat under the robot are also all Substances. It's also possible to utilize Substance Designer from Allegorithmic to create Substance (.sbsar) files for use in iClone 6.

机器人下的工作台,砖墙和垫子也都是物质。 也可以使用Allegorithmic的物质设计器来创建物质(.sbsar)文件,以便在iClone 6中使用。

Step 4: PhysX physics: soft cloth

The workbench in the scene has lots of hard surfaces, so to add some variety to the feel of the

scene I want to have a cloth or rag draped over one of the boxes. iClone 6 physics makes it

possible to get a soft cloth with just a few steps.

First you need to setup some rigid-body physics on the object that the soft cloth will be draped onto. In this case, I have a small wooden box that I will drape with the cloth.

步骤4:PhysX physics: soft cloth

现场的工作台有很多坚硬的表面,所以添加一些品种的感觉

场景我想要一块布或布破在一个盒子上。 iClone 6物理学

可能只需几步就可以得到一块软布。

首先,您需要在物体上设置一些刚体物理,soft cloth将被覆盖。 在这种情况下,我有一个小木箱,我会用布覆盖。

Select the box first and, with it highlighted, find the Physics properties in the Modify panel; Activate them for rigid-body physics and then uncheck Object Gravity to keep the box from falling into infinity when you play your scene.

Next, select the plane that is to become the soft cloth and, again, go to the Modify Panel and open the Physics settings. This time you will want to Activate Physics and make sure the Object Gravity is checked, as we will want our soft cloth to fall and drape over the box. Gravity will be necessary, but the box under with the rigid-body physics will keep our cloth from falling into infinity.

首先选中该框,并突出显示,在“修改”面板中找到物理属性; 激活它们进行刚体物理,然后取消选中“对象重力”,以便在播放场景时保持框无法落入无限远。

接下来,选择要成为软布的飞机,然后再转到“修改”面板并打开“物理”设置。 这一次,您将需要激活物理,并确保对象重力被检查,因为我们将要我们的软布摔倒在盒子上。 重力将是必要的,但刚体物理下的盒子将使我们的布料不会落入无限远。

Select the soft cloth setting and then choose to Edit the Weight map, which is determined by a black-to-white gradient - what stays rigid is black and what hangs from the rigid point is white. For this project my weight map will be full white because I want the entire cloth to drape without any hanging points.

Next you will need to choose from the Presets for Cloth, Hair or Wind. Since this is an interior shot there is no wind, and it's cloth, not hair, so we only need to be concerned with tackling the cloth settings. I've imagined this cloth to be like a soft suede cloth, so I choose the Leather to get the cloth type to drape and lay the way I want it.

选择soft cloth设置,然后选择编辑重量图,由黑 - 白梯度决定 - 刚性是黑色,从刚性点悬挂的是白色。 对于这个项目,我的体重图将是全白的,因为我想要整个布无悬挂点。

接下来,您将需要从布料,头发或风的预设中进行选择。 由于这是一个室内射击,没有风,它是布,而不是头发,所以我们只需要关心处理布的设置。 我想象这块布像柔软的麂皮绒布,所以我选择皮革,把布子弄平,放下我想要的方式。

After you have done the settings in the Modify panel you will want to go to the left of the Play Controls and change the Time Mode Switch from Realtime to By Frame. This will ensure your physics cloth drops and drapes properly. Pressing the play bar will advance the playhead a few frames and reveal your soft-cloth effect.

在“修改”面板中完成设置后,您将需要转到“播放控件”的左侧,并将“时间模式切换”从“实时”更改为“按帧”。 这将确保您的物理布适当地滴落和遮盖。 按下播放列可将播放头推到几帧,并显示您的软布效果。

Above is a render from Indigo showing the Leather Substanced soft-cloth along with Substance materials on the robot, box in the background and the workbench.

以上是靛蓝的渲染,它显示了皮革液体软布以及机器人,背景和工作台中的物质物质。

Step 5: Auto-Convert & Apply Indigo Shaders

Once you have your scene ready to render in iClone, the next step is to open the Indigo Render Settings panel and start assigning Indigo Shaders to your models. There is a massive library of free physically based shaders that can be downloaded from Indigo from inside iClone. The Indigo physically based shader library provides access to shaders for metals, glass, painted surfaces and more that will render great visual effects. The render of the tools below shows the Scratched Chrome Indigo Shader on the airbrush, and Scratched Metal Indigo Shader on the robot arms, which are both available to download for free from the Indigo library.

步骤5:自动转换和应用Indigo Shaders

一旦您准备好在iClone中呈现场景,下一步就是打开“靛蓝渲染设置”面板,并开始为您的模型分配靛蓝着色器。 有一个大量的免费的物理基础着色器库,可以从iClone里面的Indigo下载。 Indigo基于物理的着色器库提供访问着色器的金属,玻璃,油漆表面和更多,将呈现出巨大的视觉效果。 以下工具的渲染显示了喷枪上的Scratched Chrome Indigo着色器和机器人手臂上的Scratched Metal Indigo着色器,可从Indigo库免费下载。

You can utilize the eyedropper tool to pick your object surfaces and assign an Indigo Shader directly in iClone.

您可以使用吸管工具选择对象表面,并直接在iClone中分配Indigo Shader。

The shader will appear when you hit the render button to send your iClone project to Indigo. Objects and their assigned shaders are listed in the Indigo Render Settings panel.

当您点击渲染按钮发送您的iClone项目时,着色器将显示靛青。 对象及其指定的着色器列在“靛蓝渲染设置”面板中。

3D objects in your scene that do not require Indigo physically based Shaders will be auto-converted to Indigo shaders from the available info in your object's material ball. This step saves lots of time and lets you easily convert every 3D model into a Phong render-ready object. The blueprint and the hammer on the table in the image above are good examples of auto-converted materials to shaders by iClone.

The Indigo Render Settings panel is quite powerful with Indigo Shader downloads and assignment,

Auto-Converting materials to shaders and also the ability to set lighting parameters for your project's render in Indigo. Scroll down the Indigo Render Settings panel to locate the Indigo Environment section. The environment can be setup for your render to include iClone lights only, background color illumination, or Indigo Sun and Sky, which positions the Sun in accordance to the Key light or another light you choose from the scene. You'll want to turn off any iClone lights at the bottom of the Indigo Render Settings panel if you do not want those to render in Indigo.

您的场景中不需要Indigo物理基础着色器的3D对象将从物体材质球中的可用信息自动转换为Indigo着色器。这一步节省了大量时间,让您轻松将每个3D模型转换成Phong渲染就绪对象。上图中的蓝图和桌子上的锤子是iClone自动转换为着色器的材料的好例子。

Indigo渲染设置面板使用Indigo Shader下载和分配功能非常强大,

自动将材料转换为着色器,还可以为Indigo的项目渲染设置照明参数。向下滚动“靛蓝渲染设置”面板查找“靛蓝环境”部分。可以为您的渲染设置环境,仅包括iClone灯,背景颜色照明,或Indigo Sun和Sky,它们可以根据Key灯或从场景中选择的其他灯定位太阳。如果您不希望在Indigo中渲染,您将要关闭Indigo Render Settings面板底部的任何iClone灯。

Most of the heavy lifting is done in iClone so that your projects go to render in Indigo without lots of further tweaking.

大部分重物都是在iClone中完成的,所以您的项目将在Indigo中进行渲染,而无需进一步的调整。

Step 6: Rendering in Indigo

Scrolling down further on the Indigo Render Settings panel provides access to the Export Range, Tone Mapping, Export resolution size, and more. Now that all models are in place, Substances have been added, soft cloth has been created, the physically based shaders have been assigned, and the lighting for Indigo has been selected, you are ready to render.

Select the Render Scene button from the Indigo toolbar and you will launch the Indigo RT renderer using the plug-in pathway we created directly from iClone 6 to Indigo. Indigo will open and then your iClone scene will begin to process and progressively build before your eyes. While rendering your scene in Indigo you can use Pick Material to eyedropper any material surface and add another physically-based shader or edit the properties of any currently assigned shader.

The camera in Indigo can even be panned, zoomed, or dollied, to correct the view or change to a whole new view for rendering various locations of your scene. The Render Settings inside Indigo also give access to Tone Mapping, allowing you to select from a variety of film settings to get a range of different looks for your render. These can be cycled through at any time during your render to find a look that best suits your scene.

步骤6:在Indigo渲染

在“Indigo Render Settings”面板上进一步向下滚动可以访问“导出范围”,“色调映射”,“导出”分辨率大小等。现在所有型号都已经到位,已经添加了物质,已经创建了软布,已经分配了基于物理的着色器,并且已经选择了Indigo的照明,您可以渲染。

从Indigo工具栏中选择“渲染场景”按钮,您将使用直接从iClone 6到Indigo创建的插件路径启动Indigo RT渲染器。靛蓝将打开,然后您的iClone场景将开始处理,逐渐建立在您的眼前。在Indigo中渲染场景时,您可以使用“拾取材料”来吸取任何物质表面,并添加另一个基于物理的着色器或编辑任何当前分配的着色器的属性。

靛蓝相机甚至可以平移,放大或放大,以纠正视图或更改为全新的视图,以呈现场景的各种位置。 Indigo中的渲染设置还可以访问Tone Mapping,您可以从各种电影设置中进行选择,以获得各种不同外观的渲染效果。您可以随时在渲染过程中循环播放,以找到最适合您场景的外观。

The image above shows an Indigo Render: Substances on the Robot and metal mat; Indigo physically based shaders on the screws and screwdriver.

Once you are happy with the progress of your scene render in Indigo, you can save your image or if you are animating you would have set the range of frames to render inside iClone. The Robot Restoration project is a still life, so we just need the one frame rendered.

After 1 hour I had a frame that would work just fine and, letting it go further, it just kept looking better and better. You can choose how long to let your scene to Render and then save the image when finished. Indigo projects can be saved to continue rendering later so you won't lose progress if you need pause your render.

上图显示了Indigo Render:机器人和金属垫上的物质; 靛蓝物理上的着色器在螺丝和螺丝刀上。

一旦您对Indigo中场景渲染的进度感到满意,您可以保存图像,或者如果您正在进行动画处理,那么您将设置在iClone中渲染的帧范围。 机器人恢复项目是一个静物,所以我们只需要一帧渲染。

1小时后,我有一个框架,工作正常,让它进一步,它只是看起来越来越好。 您可以选择多长时间让您的场景渲染,然后在完成后保存图像。 靛蓝项目可以保存,以便以后继续渲染,如果您需要暂停渲染,则不会丢失进度。

 

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