房屋外部表面纹理和灯光渲染教程赏析

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鏉ユ簮: 貌似殊途 浏览 3877 日期 2011-10-26 0

当我们从整个场景上来看,我们可以看到大量的混凝土纹理。我们可以用vray污垢材质和光泽度贴图。当然我们选择纹理,最好是使用高解析度的。

当你使用光泽度贴图和反射贴图,你可能感觉不到反射的效果。这种效果可以感觉到更接近光的地区,你可以看到我的设置。(fig.01)

 

 

 

 

grass :

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i used the v-ray displacement effect to make the grass in the scene. there are several points that must be emphasized here. the segment number of the grassy ground is not an important element for v-ray displacement. you need to adjust the rate of tiling with uvw. and you can use the black and white bump image of the grass texture to give the height of the z axis. in general, it would be logical to use the 2d surfaces such as plane (fig.02).

我在场景中的草上使用了vray的置换效果,这里必须强调一点。在vray转换中最重要的部分是草地的不能偏移,你需要调整uvw的平铺值和比率这个问题。你还可以使用黑白凹凸定义草地的的z轴高度,一般情况下这也算是符合2d表面逻辑。(fig.02).

 

 

 

 

glass :

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there is not a very detailed point in the glass textures. you can easily create this effect by using the reflect and refract options, and then giving the fall off effect to the reflect channel. the issues that you have to pay attention to here are: you must keep the fall off value in balance from the maps part. if this value remains at 100, there will be too much reflection and you will not be able to view the interior (fig.03).

在玻璃上没有很细致的纹理。你可以轻松的通过使用折射反射的选项,然后在反射通道给予一个能够体现秋季效果的衰减贴图,这里需要注意的问题是:你必须从整个构图上保持衰减值的平衡。如果此值依然是100,反射的就会显的太多你将无法看到内部的东西。(fig.03).

(fig.03)

 

 

 

 

lighting : --------------------------------------------------------------------------------

i didn't use direct sunlight, like v-ray sun, because i usually like to use cloudy weather in my scenes. i’ve also never used hdri because i don't like the hdri effect and color changes on the environment. for this reason, i prefer the v-ray dome light and this is what i used in this scene. i used an orange v-ray light plane too because it needed to support the interior of the scene (fig.04).

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灯光:--------------------------------------------------------------------------------

我不喜欢使用直射的vrya的太阳光照,因为我通常喜欢场景有多云的天气,我还从来没有使用过hdri因为我不喜欢hdri对环境颜色的影响。在这个场景中处于这个原因我更喜欢使用vray的顶光源,使用橙色的vray的面光源也正因为场景的需要。(fig.04).

(fig.04)

 

 

 

 

 

rendering settings f-stop : --------------------------------------------------------------------------------

as the f-stop value increases, the diaphragm decreases and if the diaphragm becomes narrow then the depth of field (dof) increases. this helps us to get a clear result, but when the diaphragm becomes narrow the brightness of the scene decreases.

渲染光圈设置:--------------------------------------------------------------------------------

由于光圈值增加,那个光圈减小而且变窄使得景深(dof)增加。这有助于我们得到一个明确的结果,但是当光圈变窄场景的亮度减小。

 

shutter speed : --------------------------------------------------------------------------------

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this is a mechanical system that determines the duration of the light’s reflection over the film. this duration is mostly given in terms of division of one second – for instance: 1/1, 1/2, 1/4, 1/8, 1/15, 1/30, 1/60, 1/125, 1/250, 1/500, 1/1000 etc. the higher the duration, the more light that will reflect over the film.

快门速度: --------------------------------------------------------------------------------

这是个机械系统,决定了光的反射在胶片上的持续时间。这个主要是由于在一秒内的曝光范围。例如:1 /1,1 /2,1 /4,1 /8,1/ 15,1 / 30,1/ 60,1 / 125,1 / 250,1 / 500,1 / 1000等越高,持续的时间越久,更多的光线将反映在胶片。

 

iso: --------------------------------------------------------------------------------

is the standard measuring system that measures light sensitivity. higher iso means higher brightness on the scene and this also brings a higher noise rate (fig.05).

感光度:--------------------------------------------------------------------------------

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iso是一个感光测量系统的标准。在场景中较高的iso也将带来较多的噪点

 

 

 

and here’s the final image (fig.06).

special thanks to fatih civan for the turkish to english translating.

这里是最终的图像(fig.06).

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