vray新手入門建議使用方法介紹:
1、建立場景,(怎樣的場景不用我多說了,看書吧。)認(rèn)為材質(zhì)和攝影角度滿意后,將渲染器設(shè)為 vray渲染器(Common→Assign Renderer),這一步驟和mental ray渲染器的設(shè)法是一致。
2、在渲染菜單中,在indirect illmination(GI)下,勾選On, 就可以渲染出最簡單的GI效果(默認(rèn)參數(shù))。
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 使用高級搞鋸齒方式進(jìn)邊消邊。其實速度跟所謂的參數(shù)設(shè)置有緊密關(guān)系的,參數(shù)設(shè)置(要求)高,速度就會降低。但質(zhì)量會提高。所以說在效果圖的渲染中參數(shù)要跟據(jù)具體要求進(jìn)行考究,理想的設(shè)置是速度與質(zhì)量找到一個平衡點。
還有一個Multiplier數(shù)值要注意,它控制著二級照明強(qiáng)度,將它調(diào)大場景也許會更亮, 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, 有一個環(huán)境Environment,有兩項,分別是:
Environent color(環(huán)境顏色)選項 ,它的作用mental ray、FR的環(huán)境色一樣
環(huán)境貼圖以及強(qiáng)度設(shè)置
從功能上來說,它是取代MAX自身參數(shù)的,最重要的作用應(yīng)該是用來支持簡化的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蘭灰色,或者給它一個球形環(huán)境貼圖。
5. VRAY對于渲染的視圖有嚴(yán)格的要求,它必須是在有透視的視圖中才能渲染,比如。透視視窗,攝影機(jī)視窗。對于T、B、R、L、 S、K、F、U 這一類,沒有透視的視窗是什么也不會渲染的。
入門學(xué)習(xí)之全局光照明 :
入門學(xué)習(xí)之全局光照明 :
燈光參數(shù)的意義
On - should be obvious
Double-sided - this has effect only on planar maps. It will make them cast light on both sides.
兩面都發(fā)光。
Transparent - when this is on, the light will not be visible, but will cast light. This can be very useful for interior scenes - you can put transparent lights at the windows, instead of counting just on skylight.
不選中時,燈是可見的。選中時,燈不可見,可以用來模擬天光,窗口的進(jìn)光
Ingore light normals - by default VRay takes in account the angle between a shadow ray and the light. This produces a noisy image, even in areas that are completely lit (not in shadow). Turning this option on will make VRay ignore this angle and will make the image less noisy (but not physically correct).
默認(rèn)狀態(tài)下,vray...(此處不明),這將產(chǎn)生麻點,即使在完全不在陰影中的區(qū)域內(nèi)。勾選中后vray將不考慮這種這種地方,麻點會少點,(但物理上是不正確的)
No decay - by default VRay lights become weaker as the distance * them increases - this is how lights behave in the real world. However, it may not be very convenient to work with. Turning this option on will cause VRay to ignore this distance. You will probably have to adjust the Multiplier if you change this option. Also, it seems that using it causes some artifacts which we will try to fix.
不衰減
Store with irradiance map - this option allows you to store the diffuse illumination * a VRay light in the irradiance map. It may be useful in fly-through animations.
與光照貼圖一起保存,對游歷動畫很有用。
Type and Size I think are clear, with the exception of W size - currently it does nothing, since the two supported types need at most two dimensional parameters.
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。大點會光滑一點。與采樣值的平方成正比。
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.
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 * this to a large value without performance loss.
當(dāng)然以上英文小編基本看不懂,是官方給出的使用建議,英語好的用戶可以看一下,不好的話使用翻譯軟件翻譯將就看一下吧,英文好的用戶可以幫小編翻譯一下轉(zhuǎn)給小編啊,哈哈!
以上便是winwin7給大家分享 的vray新手入門建議使用方法介紹。