包含2節(jié)視頻教程
關(guān)注5.3萬次
鳥瞰效果圖是非常值錢的技術(shù)。每做一個(gè)工程都會(huì)讓設(shè)計(jì)公司賺的盆滿缽滿,作為設(shè)計(jì)師的你,趕快來學(xué)習(xí)如何制作吧,這樣你也會(huì)讓老板更喜歡的!
in this tutorial, we’ll be using real units, so the first thing would be to open the menu “customize > units setup > us” and choose “standard > feet w/decimal inches” as the unit.
在本教程中,我們將使用現(xiàn)實(shí)中的單位,所以,首先是要打開菜單“自定義>單位設(shè)置>選擇美國標(biāo)準(zhǔn)>英尺/英寸分?jǐn)?shù)”為單位。
when you are trying to get a photorealistic quality it is very important to make sure that your object scale is accurate. this will play an important role in achieving a good render. also, as you can see the scene is quite simple… just a small lobby (mostly modeled with boxes). note: it is important that it is a closed room, and there are no openings for the light from environment to enter.
當(dāng)你想要得到一個(gè)翔翔如生高質(zhì)量的作品時(shí)最重要的是要確保你的對(duì)象尺寸是正確的,這將是實(shí)現(xiàn)一個(gè)重要的項(xiàng)目。此外,你可以看到的一幕很簡單 ,只是一個(gè)小門廳(大部分是一個(gè)盒子模型)。注:這點(diǎn)很重要,它是一個(gè)封閉的房間,并沒有從開放的口進(jìn)入環(huán)境的光線。
press f10, and from the “assign renderer” tab choose “vray”. this will enable “vray” as your renderer, and also enable vray materials in your material editor
按f10,然后從“指定渲染器”標(biāo)簽選擇vray的。這將使“vray ”成為你的渲染,同樣你的材質(zhì)編輯器使用vray的材料。
assign a simple vray material to all the objects in the scene, and set up basic scene lighting and render settings. this is to finalize the lighting and render settings and save time, since a plain material renders much faster than reflective and glossy materials which will be added later.
給場景中所有的物體指定一個(gè)簡單的vray材質(zhì)。并設(shè)置場景中基本燈光和渲染設(shè)置。完成燈光和渲染設(shè)置是為了節(jié)省時(shí)間。因?yàn),在添加一個(gè)普通的材質(zhì)呈現(xiàn)的比加了反射和光澤將要更快。
now to work on the lighting and render settings to achieve the final result.
現(xiàn)在工作,對(duì)照明和渲染設(shè)置,以達(dá)到最終的結(jié)果。
add a vray physical camera to the scene by going to “create tab > camera > vray > physical camera”.
添加一個(gè)vray物理相機(jī),進(jìn)入“創(chuàng)建”選項(xiàng)卡>照相機(jī)> vray的>物理相機(jī)“一到現(xiàn)場vray的物理相機(jī)。
the settings for a physical camera are:
•type – determines the type of the camera. set it to “still”.
•film gate – specifies the horizontal size of the film gate in millimeters. set it according to your scene.
•focal length – specifies the equivalent focal length of the camera lens.
•f-number – the width of the camera aperture and (indirectly) exposure. if the exposure option is checked, changing the f-number will affect the image brightness.
•vignetting – when this option is on, the optical vignetting effect of a real-world cameras is simulated.
•white balance – allows additional modification of the image output according to the color or preset chosen.
•shutter speed – the shutter speed (in inverse seconds) for the still photographic camera. for example, a shutter speed of 1/50 s corresponds to a value of 50 for this parameter.
•film speed (iso) – determines the film power (sensitivity). smaller values make the image darker, while larger values make it brighter.
為物理相機(jī)的設(shè)置:
•type- 制定攝像機(jī)的類型。將其設(shè)置為“still“。
•film gate -指定毫米膠片水平大小。根據(jù)你的場景進(jìn)行設(shè)置。
•focal length-指定的等效焦距的鏡頭。
•f-number-相機(jī)的光圈和(間接)曝光的寬度。如果曝光選項(xiàng)被選中,改變f值會(huì)影響圖像的亮度。
•vignetting- 當(dāng)此選項(xiàng)開啟時(shí),一個(gè)模擬真現(xiàn)實(shí)中真實(shí)的光學(xué)漸暈效果
•white balance- 允許其他修改的圖像按顏色或預(yù)設(shè)選擇的輸出。
•shutter speed- 快門速度(相對(duì)秒數(shù))靜止攝像機(jī)。例如,1 /50秒快門速度相當(dāng)于50這個(gè)參數(shù)的值。
•film speed (iso) - 確定膠片的權(quán)重值(靈敏度)。較小的值使圖像變暗,而較大的值使之更亮。
now to place the various vray lights. lights 1-4 affect the scene directly, whereas light 5 has been placed in a downward direction, and will affect the scene in an indirect (in theform of bounced light).
現(xiàn)在把各種vray的燈光。場景中燈光1-4是直接影響,而燈光5已被放置在一個(gè)向下的方向,并會(huì)對(duì)場景產(chǎn)生間接影響(在形成反彈光)。
the basic parameters of the vray lights are:
•color – the color of the light.
•multiplier – the multiplier for the light color. this is also the light intensity determined by the intensity units parameter.
•invisible – this setting controls whether the shape of the vray light source is visible in the render result. when this option is turned off the source is rendered in the current light color. otherwise it is not visible in the scene.
•subdivs - defines the samples, or the quality of the light. 8-10 should be used for test renders, and 15-20 for final renders. increasing the samples will significantly increase your render time.
vray的燈的基本參數(shù):
•color -光的顏色。
•multiplier- 控制燈光的倍增。這也是光線強(qiáng)度參數(shù)確定的強(qiáng)度單位。
•invisible - 此設(shè)置控制是否光源的vray的形狀是在呈現(xiàn)結(jié)果可見。當(dāng)這個(gè)選項(xiàng)是關(guān)閉的來將對(duì)場景產(chǎn)生影響。否則就不是在現(xiàn)場可見。
•subdivs - 定義采樣,或質(zhì)量。 8-10應(yīng)該用于測試渲染,最終渲染和15-20。增加采樣將大大增加你的渲染時(shí)間。
ies stands for “illuminating engineering society”. the photometric data is stored in these files. a photometric web is a 3d representation of the light intensity distribution of a light source. web definitions are stored in files. many lighting manufacturers provide web files that model their products, and these are often available on the internet. we as artists can use them to replicate the real life phenomena of light in 3d.
go to the “l(fā)ights” tab, choose “vray” from the drop down list, and create a “vray ies” in the right view. then instance it below all four steel holders.
ies所代表的“照明工程學(xué)會(huì)”。光度數(shù)據(jù)存儲(chǔ)在這些文件。web的光度是光源是種光強(qiáng)分布3d表示。web定義存儲(chǔ)在文件中。許多照明設(shè)備制造商提供網(wǎng)絡(luò)模型文件,他們的產(chǎn)品,而這些往往是在互聯(lián)網(wǎng)上公布。我們作為藝術(shù)家可以利用它們來制作出真實(shí)的三維光照。
進(jìn)入“燈光“標(biāo)簽,然后從下拉列表中“vray”并在在正視圖創(chuàng)建一個(gè)“vray ies"。然后,載創(chuàng)建四個(gè)燈如圖所示。
the main settings for the ies lights are:
•browse button - click it and browse for the ies file that you want to use.
•color mode – if you choose this option, you can change and affect the light intensity through the color picker.
•temperature mode – allows you to accurately change the light intensity through the color temperature.
•power - determines how bright the light will be.
ies燈的主要設(shè)置:
•browse button -點(diǎn)擊它可以瀏覽你要使用的ies文件。
•color mode- 如果您選擇此選項(xiàng),您可以改變和影響通過顏色選擇器的光強(qiáng)度。
•temperature mode- 允許你準(zhǔn)確地通過改變色溫的光線強(qiáng)度。
•power- 確定如何明亮的光線會(huì)。
through the following steps, you will configure the rendering settings in vray. press f10, then under “global switches”, uncheck “default lights”. this will cause the default lights in the scene to be switched off. for the image sampler type select “adaptive dmc”, and “catmull rom” as the filter. also, change the min and max subdivs as shown.
lastly, change the “color mapping” type to “exponential”. this mode will saturate the colors based on their brightness, and therefore, will not clip bright colors, but saturate them instead. this can be useful to prevent burn-outs in the very bright areas (for example around light sources etc).
通過以下步驟,您將配置在vray的渲染設(shè)置。按f10,然后在“global switches“,取消選中“默認(rèn)燈光“。他可以把現(xiàn)場的默認(rèn)燈關(guān)掉。對(duì)于圖像采樣器類型選擇“adaptive dmc”,并把“catmull rom”作為過濾器。另外,更改最小和最大細(xì)分,如圖所示。
最后,改變“color mapping”類型為“exponential“。該模式根據(jù)色彩飽和改變變亮度,因此,不會(huì)影響到鮮艷的色彩,但他們,并不是飽和度。這可能是有用的,以防止在非常明亮的區(qū)域過曝(例如周圍的光源等等)。
under the “indirect illumination” select “irradiance map” and use “l(fā)ight cache” as the primary and secondary engine. also, change the preset to “high”, “hsph subdivs” to 50, and “interp samples” to 20.
•irradiance map – computes the indirect illumination only at some points in the scene, and interpolates for the rest of the points. the irradiance map is very fast compared to direct computation, especially for scenes with large flat areas.
•current preset – allows you to choose from several presets for some of the irradiance map parameters.
•hemispheric subdivs (hsph. subdivs) – controls the quality of individual gi samples. smaller values makes things faster, but may produce blotchy results. higher values produce smoother images.
在“indirect illumination”選擇“irradiance map”和“l(fā)ight cache“作為主要和次要的引擎。另外,更改預(yù)設(shè)為“高”,“hsph subdivs“為50,“interp samples”為20。
•irradiance map-計(jì)算場景中的一次間接照明,并加用插值的算法。相比 irradiance map 計(jì)算是非?斓模绕涫且恍┛諘绲膱鼍。
•current preset- 允許您選擇irradiance map一些預(yù)設(shè)的參數(shù)。
•hemispheric subdivs (hsph. subdivs)-控制細(xì)節(jié)gi的質(zhì)量。較小的值渲染的過程更快,但可能會(huì)產(chǎn)生斑點(diǎn)的效果。較高的值產(chǎn)生更平滑的圖像。
with a light cache, the light map is built by tracing many eye paths from the camera. each of the bounces in the path stores the illumination from the rest of the path into a 3d structure (very similar to the photon map). in the light cache put 1500 for subdivs and 8 for no of passes.
the subdivs determines how many paths are traced from the camera. the actual number of paths is the square of the subdivs (the default 1000 subdivs mean that 1 000 000 paths will be traced from the camera).
隨著 light cache,light map 的建構(gòu)是從攝像機(jī)的方向追蹤許多眼睛路徑。在存儲(chǔ)路徑中的每個(gè)路徑的銜接部分形成三維構(gòu)造(非常類似于photon map)照明的反彈。在 light cache 中只能是8到1500的細(xì)分級(jí)別
該細(xì)分決定了有多少路徑是從相機(jī)追蹤,而實(shí)際細(xì)分?jǐn)?shù)量是路徑數(shù)量的平方(默認(rèn)1000細(xì)分意味著1000 000路徑將是從攝像機(jī)跟蹤)。
your settings for the test render are done. if you hit render now, you should see the same image that was shown before. now all you need to do is apply the materials, and increase the irradiance map and light cache samples for the final render.
進(jìn)行完測試渲染后。如果你打算現(xiàn)在渲染成品,你應(yīng)該看到類似的的圖像,結(jié)果表明,F(xiàn)在可以應(yīng)用所有的原有的材質(zhì),并增加irradiance map和 light cache的采樣渲染輸出成品 。
now to texture the scene (actually it’s quite simple). the basic parameters that will be used in materials are:
•diffuse – the diffuse color of the material.
•roughness - can be used to simulate rough surfaces or surfaces covered with dust. •reflect – the reflection color.
•reflection glossiness – controls the sharpness of the reflections. a value of 1.0 means perfect mirror-like reflections; lower values produce blurry or glossy reflections. use the subdivs parameter below to control the quality of the glossy reflections.
the shader for the tiles on the base is a simple vray material with a de-saturated texture in the diffuse and a noise map in bump.
現(xiàn)在紋理場景(其實(shí)它很簡單)。將要在材料使用的基本參數(shù):
•diffuse-用來控制漫反射顏色。
•roughness - 可用于模擬粗糙表面或灰塵覆蓋面。
•reflect – 用來控制反射顏色。
•reflection glossiness – 控制的反射清晰度。值為1.0意味著完美的鏡子般的反射,更低的值產(chǎn)生模糊的反射。使用下面的細(xì)分參數(shù)也控制的鏡面反射質(zhì)量。
對(duì)于在基本的瓷磚的材質(zhì)需要一點(diǎn)一點(diǎn)豐富漫反射紋理,并在凹凸通道放一張簡單的噪波貼圖。
the wood rack is also made of a vray material with slight reflections and glossiness
木頭架也是一個(gè)略有反射光澤度vray的材料。
the material for the wall is again just simple cream and black colors with no reflections.
為墻體賦予一個(gè)簡單的奶油色并把反射弄成黑色的無反射材質(zhì)
the shader on the wall on which the paintings are hanging is made of steel and white wall. the wall part also has a grainy texture assigned to it.
關(guān)于在墻上的掛著的畫和背景墻是鋼和白墻材質(zhì)制成。隔離墻的一部分也賦予一些木紋的紋理給它。
your scene is now textured! you can add any other props or objects you like to fill up the scene. the above rendering settings are good for test renders, but for production quality you will need to increase the samples for the image sampler, light cache, and irradiance map.
目前你的場景只是更新好紋理!您可以把材質(zhì)添加給場景中任何你想要賦予的道具或?qū)ο笊稀I鲜鲣秩驹O(shè)置測試渲染是好的,但是渲染的質(zhì)量,您將需要增加對(duì)圖像采樣器,光緩 存和光照?qǐng)D的參數(shù)。
here is the final result! hope you learned something new!!.
這里是最后的結(jié)果!希望你學(xué)到新的東西!
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