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森林中的房屋

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包含38節(jié)視頻教程
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this is my interpretation of a tezuka house by the forest, played with different foliage types as opposed to the original site itself. my intention was to achieve that “forest” look with lush vegetation while preserving the focal point which is the design of the house itself. it was a simple 3d exercise which i did to pass the time.

first let see how we end up…
我想要制作一個(gè)被森林環(huán)繞的建筑,布拉布拉,這是老爺我之前的一個(gè)建模聯(lián)系,如圖

首先,我們來(lái)看看最終效果

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preparing the scene ,setting the ground work

i prepared the site with a plane as the base, pulled some vertices on the z axis to achieve an uneven terrain. this will create the rolling effect especially in the background areas of the scene. the ground is applied the grass material, then proceeded with the house structure itself.

建立一個(gè)平面作為地面,然后再z軸向上移動(dòng)一些點(diǎn),讓地面呈起伏狀,然后賦予它一個(gè)地面材質(zhì)。

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the house structure itself was not that difficult to create, it is mostly comprised of extruded splines (the walls and floors) or editable splines (such as the rails). as a rule i try to use the simplest mesh as possible so as to allow me more flexibility in editing in later stages. i only resort to polys on a case-to-case basis. furniture for the interiors is a separate issue.

這所房子結(jié)構(gòu)本身并不難創(chuàng)造,它是主要組成(墻壁和地板),用可編輯樣條,作為一個(gè)慣例,我嘗試使用盡可能以最簡(jiǎn)單的網(wǎng)格,讓我在以后的階段更靈活的編輯在。在內(nèi)飾家具是其他的部分。

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i always choose a texture which has a good tiling quality and not obviously repetitive when rendered. also as a rule i try to avoid using high resolution textures if the scene does not showcase them close enough. for example, the concrete material i used was some random mid-res set of concrete textures which i cropped in the material editor and it is more than enough to suit my purpose in this exercise.

大爺我總是選擇一個(gè)具有良好的品質(zhì)紋理,而不是平鋪時(shí)呈現(xiàn)明顯重復(fù)。另外,作為一個(gè)慣例,我盡量避免使用高解析度的紋理,如果不用近距離觀察的話。例如,我可以在材質(zhì)編輯器中裁剪出混凝土墻所需要的部分來(lái)。

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ssinigning he grass material

i then applied the grass material as shown, i intentionally modified some patches to show some ground textures rather than full grass alone, to achieve a more natural effect.

然后我采用了草地的素材,我刁意增加家泥土,以顯示一些地面紋理而不是全部草單,以達(dá)到更自然的效果。

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adding a grass displacement

using the same bitmap, i added a vray displacement modifier to the ground mesh.
使用同一張素材貼圖到vray的置換上

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from this point onwards, all plants and trees come from pre-existing tree libraries such as evermotion which were generously shared by some friends.
這些植物和樹木的素材是朋友分享給我的,我要感謝這小子。

adding 3d grass elements

to enhance the scene further i opted to use 3d grass meshes with the material applied as shown in the image. the grass was applied with a gradient material, with a texture map applied in the middle tab, as shown. these were the default settings of the grass mesh. no uv map was applied.
為了進(jìn)一步提高品質(zhì),我使用一些3d的模型草,材質(zhì)使用了漸變貼圖,沒有uv。

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rocks
the rocks were placed and assigned the material as shown in the image, with a bump value (100). some of these rocks are available in preset libraries, but these were modeled using poly’s. the texture is also as shown in the image.

巖石的效果如圖,使用了100的凹凸,這些巖石使用poly建模出來(lái)的。

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supplementary 3d plants
the scene was then peppered with various species of plants. these models are all preset including their materials, however to add more realism to the final output, i opted to follow the next step…

這些植物都是預(yù)先制作好的,這些植物能提供很好的寫實(shí)的效果。

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plant glossies
for most of the plants that i used in the scene, i have applied a glossy reflection to the leaf materials. a value of 20,20,20 in rgb is what i used in this instance.

大部分的植物我都設(shè)置一個(gè)rgb是20,20,20 的反射。

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3d trees

the forest trees were then inserted into the scene, with the default material applied. however, similar to the plants, some parameters were added.
將樹木加入到場(chǎng)景中參數(shù)和之前加入的低矮植物情況類似。
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tree glossies
和之前一樣,樹葉的光澤也是 20,20,20

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other tree settings
同樣,也為樹葉增加折射選項(xiàng),rgb是30,30,30.其他的都是默認(rèn)參數(shù)。如同下圖所示,在從庫(kù)中拿出來(lái)的時(shí)候,這些樹木的文件就設(shè)置好了材質(zhì)參數(shù):凹凸,半透明等。

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scattering the trees and foliage
have not been able to use vray scatter for this exercise, just manually populated the scene with the plants and trees where i see fit. it is important to make sure that the proxies and/or 3d plant meshes had their anchor points slightly above the ground level to allow for some “submerging” of the meshes below the uneven terrain.
我在這里練習(xí)中沒有使用vray的離散功能,我都是手動(dòng)的吧植物放置在合適的位置,要注意的是,設(shè)置好植物的軸心點(diǎn),免得模型插入地面。

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after making sure all the plants are in their proper pivot points, i proceed to scattering the plants. the obvious method is of course to create one instance, select both, then instance (hence 4), etc. which is simple multiplication of the objects.
當(dāng)確定所有的植物坐標(biāo)正確以后,我們就人肉離散這些植物,用關(guān)聯(lián)復(fù)制的辦法,一個(gè)變倆,倆變四。。。

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after populating you can see that they are all in the same z axis. in order for these objects to align with the ground plane, i used a tool called scripted glue. it’s quite easy to use. this applies to all of the plants and trees in the scene.
完成復(fù)制以后,可以看到模型在z軸都是一個(gè)水平位置的,我所還需要將它按照地面的起伏分布到地面,我使用這個(gè)腳本:http://www.scriptspot.com/3ds-max/scripts/scripted-glue

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there is also this neat tool from called randomizer-0 which randomizes the size and rotation and even the scale of selected objects. a helpful script to randomize the foliage.
除此之外,還要使用一個(gè)隨機(jī)縮放物體和旋轉(zhuǎn)角度的腳本:
http://www.scriptspot.com/3ds-max/scripts/randomizer-0

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lights
lighting for the scene is pretty straightforward. using vray sun (with the default vray sky environment), a general vray light for the ambiance, and an interior yellow light was all that was incorporated into the scene.

light settings (all using 8 subdivisions only)
燈光的設(shè)置相當(dāng)簡(jiǎn)單,使用默認(rèn)的vray陽(yáng)光系統(tǒng),一個(gè)大燈來(lái)體現(xiàn)環(huán)境光,一個(gè)在室內(nèi)的黃色燈光照明室內(nèi)。

所有的燈光都是8及細(xì)分。

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camera setup
nothing fancy here. just used a standard camera with the following settings. in rendering however, i used the blowup option to rendernly the area of concern in the scene.。
攝像機(jī)設(shè)置沒啥特別的,我使用了大廣角來(lái)體現(xiàn)渲染效果。

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render settings
渲染設(shè)置
mostly default. i experimented with reinhard for the color mapping, quadratic as aa and 1,6 for the dmc settings. the rest are as illustrated below.
大部分都是默認(rèn)的設(shè)置,我調(diào)整了color mapping,采樣,抗鋸齒,蒙特卡洛等等玩意兒,最后的結(jié)果如圖。

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also applied an hdri map to the reflection slot. the map was obtained from a good source of free hdri maps: http://www.hdrlabs.com/sibl/archive.html
我還用了一張hdr圖片來(lái)反射,可以從http://www.hdrlabs.com/sibl/archive.html下載到。

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rendered output and post processing
finally! got the raw render after a few hours of waiting. the resolution was 2500 pixels and took almost more than 8-10 hours to render (the price i had to pay for extreme glossy materials). here’s the initial output below.

最后我渲染了2500像素的大圖,真他媽的耗費(fèi)時(shí)間,主要使用了好多反射材質(zhì)。這是最后的渲染效果。

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decided to add a sky bitmap background to enhance the scene. the result below.
最后增加一個(gè)合成的天空背景。

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still not entirely a good sight because the sky needs more tweaking, and the overall effect is a bit dark in the shaded areas. for this, i applied some postwork, using mostly curve adjustments.
其實(shí)老子覺得最后效果就一般般,為了效果更好,我拿去后期處理了一下,用曲線工具調(diào)節(jié)如下:

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finally, played with a few shots and cameras…

最后老子給他增加了一些攝像機(jī)色散效果

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clarisse搭建3D天空之城拉普達(dá)全過(guò)程 clarisse搭建3D天空之城拉普達(dá)全過(guò)程

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