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vr的精确控制(Precise control of vr)

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vr的精确控制(Precise control of vr)vr的精确控制(Precise control of vr) vr的精确控制(Precise control of vr) Vray's Standard material (VrayMtl) is compared to Max's Standard material: Vray Standard material (VrayMtl) is specifically Vray renderer used material, so when using Vray renderer when using thi...

vr的精确控制(Precise control of vr)
vr的精确控制(Precise control of vr) vr的精确控制(Precise control of vr) Vray's Standard material (VrayMtl) is compared to Max's Standard material: Vray Standard material (VrayMtl) is specifically Vray renderer used material, so when using Vray renderer when using this material is better than Max Standard material (Standard) on the rendering speed and detail quality is much higher. Second, they have an important distinction, is the Standard material (Standard) Max can make fake highlights (i.e. without reflection phenomenon and only highlights, but this kind of phenomenon in the real world is impossible) and Vray highlights is the strength and reflection. And when using Vray renderer only cooperate with Vray material (Standard material or other Vray material) can produce caustic effect, but in the use of Standard material of Max (Standard) is unable to produce this effect. After the use of the global light in Vray, if there is no control of the interior of the room, there will be a phenomenon of color overflow. What can be done to change the phenomenon of color overflow??? 1: the packaging material of vr can very well control the inner color of the room The specific method is to add a layer of wrapping material to the original material and then reduce the size of the GI 2: reduce the GI modest produce global illumination ` ` can control color good 3: press F10 to reduce the saturated key in indirect lighting, and improve the color benefit. Using Vray rendering, if the parameters are not controlled, the noise will be generated. How to deal with it? The main reason for the noise of the surface is the main relationship between the material selection and the light exposure 1: it is best to choose the material of Vray in choosing the material of the material (instead of choosing Max material) 2: improve the rebound brightness of the Primary bounces and Secondary bounces for the first and second times. 3. Increase subdivision value, including subdivision of lamplight, subdivision of materials, subdivision value of the hemisphere, breakdown of caustic, fuzzy segmentation, global subdivision, etc. It can effectively improve the performance of the details 4: improve the sampling value, such as the sampling rate and the value of sampling (Interp sample). It can improve the accuracy of Vray's rendering to the scene and reduce the error and noise 5. The production of noise points is controlled by the setting of the core technology of Vray (rQMC sampler). He was actually a control of an early termination technique for Vray. Adaptive amount is the scope of the control application (the smaller the number, the smaller the scope of the application, the more accurate the effect, the less noise, but the longer time will be multiplied). The Noise threshold (Noise threshold value) determines the accuracy of Vray's assessment of the scene prior to the execution of early termination techniques. Smaller numerical have higher accuracy, means that the user specify the Vray final rendering effect must reach the level of a very accurate (with less noise) on the other hand, insist on the final rendering Vray results don't achieve the result of very accurate (there are more noise) Min samples (minimum sampling number) it actually is to control the Vray sex in the early application of termination technology, each light is scattered like after the minimum number of light, the larger the value, the light transfer more fully, carrying objects (color), the more accurate information, also apply colours to a drawing gives the results of the fine, the less noise. Global subdivs multiplier (Global subdivision) is controlled by the total value of Vray's subdivision. He will double the value of the subdivision in the previous three points, so use it carefully!! 5: if the image is rendered finished, also can not be adjusted in Max and Vray, but we can go to the Photoshop to the simple processing of image noise, we can use the filters in the fuzzy - special or gaussian blur, simple processing noise, but note that the value can not give too much, give too much lost a lot of details. The vray renderer is equal to Max's own renderer. What's the feature? Vray has three major features: 1) be true: you can achieve the level of the picture, the quality of the film level rendering, and some scenes from Lord of the rings make use of it. 2) widely used: because the vray support like 3 on3dmax, Maya, Sketchup, Rhino and many other three software, so loved by the majority of designers, and therefore applied to indoor and outdoor, product performance, landscape design, and film and television animation, building around, and many other fields. 3) strong adaptability: vray itself has many parameters can be adjusted by the user, according to the actual situation, to control the rendering time (rendering speed), thus different effect and the quality of images. The vray renderer is mainly distributed in Max, and what is its role??? The vray renderer is mainly distributed in four areas of Max 1) the setting area of the render parameters (render menu area) is mainly set for the render parameters of vray 2) the material editing area (material editor) for editing and modifying the vray material 3) create a modified parameter area (create the modify panel) to create the object that is unique to the vray 4) environment and effect area (environment and effect panel) for special environmental effects. What is the concept and working principle of vray global lighting (indirect lighting)? Global Illumination (GI) is a kind of advanced lighting technology that can simulate the real world's light bounce. It is actually by a beam of light is projected onto the object after break up into article n different directions with different light of the object information continue to transmission, reflection, illuminate other objects, when the light again after exposure to an object, each light is scattered into n ray again continue to transfer light energy information, illuminate other objects, so circulates, until reach the requirement of users said effect or the result meet the user requirements, the light will be terminated, and this process is called radiosity, namely global illumination (GI). Vray has several medium rendering engines, what are they??? Rradiance map lighting rendering engine The Photon map Photon rendering engine Ape-monte Carlo Monte Carlo rendering engine Light cache Light cache rendering engine Irradiancemap luminous map is based on the light cache calculation, calculate the scenario we can only see face, while others don't go to calculation, calculation speed is faster than other kinds of some, especially is suitable for the scenario has a large flat surface. Compared with other kinds of, it produces the manic rarely. And can be saved so that next time rendering call (after run the photon figure save to change other materials don't need to recalculate the gi) across the original light produced directly reflect slower have accelerated effect. Of course weaknesses are some after the replacement of Angle may be vague. Lost. Parameters set low can also cause animation flicker, that is, losing their virginity. Photon map of Photon map A light particle that is built from the source and bounces back and forth in the scene is the photon. It mainly use and approximation calculation in the scene, is usually used in the second rebound, and make the scene more real. Everyone should pay attention to Photonmap only supports the vr lights, lights of Max is not gi effects Ape-monte Carlo quasimonte Carlo Quasi - Monte Carlo Quasi Monte Carlo will be calculated separately for each point of the gi so will be very slow, but the effect is also the most accurate, especially the performance of a large number of details. Its parameters is less only two a second parameter only if the two choices are Quasi - Monte Carlo method is valid. Light cache Light cache Light cache visible Light cache is based on tracking camera many, on the basis of the Light path, and luminous map is just the opposite, is the reverse. It is of no limit as long as the Light vr supports it. When doing the preview is soon. It can be done separately gi lighting for the whole scene, also can cooperate other maps do secondary rebound. Vray provides several different sampling algorithms? What are they? What is the feature? Fixed rate correction rate Subdivision QMC Vray provides three different ways of image sampling, one kind is not optimized algorithm directly fixed rate correction rate, simple as per pixel launch n ray to the scene, the n is a square number, subdivis by the article 1 is 1 per pixel, sub2 is 2 times 2,... There are no sloppiness, each pixel is n; Such results have good and bad, a notable good result per pixel accuracy, the precision of the whole picture, the obvious disadvantage is that the no optimization, for many corresponding to pixels of scenario content is simple too much calculation, and a just can't use a negative number, that is to say not every 4 pixels radiation a... You may need to do this when you need the fastest preview... Vray sampling system to the other two are belong to the optimization algorithm, is to determine which pixel corresponding scenario content is more, to emit more radiation to calculate these complex pixel, so it is easier to understand, the so-called min what is the minimum emission ray number, Max is the most, and the adaptive subdivision can be negative, minus 1 is one of every 4 pixels, minus 2 is one every 16 pixels... There are a lot of differences between these two algorithms, and it is important that we pay attention to their practical significance. QMC is suitable for scenes with high detail content. If your scene has a fine texture or blurry reflection or a vrayfur coat, it is highly recommended that you use this. Subdivision has further optimize complex algorithm, applicable to the general quality of scene in general, the advantage is speed significantly faster than QMC, the default of 1 min, if you need faster, you can change to 2... It is recommended to render the final drawing with QMC, test preview with Subdivision or fixed There are several patterns in the light mapping Mode selection of the Irradiance map. What are they, and what are they?? Single frame: create a new light map for each frame, which is suitable for silent frames and animations of moving objects Multiple frame accumulation: when the render is started, the luminescent map is reset, then the details are added to the calculated map when necessary, and each mode is suitable for moving the animation From the file: load the luminescent map from the file when the render is started, and no new sampling is calculated. This mode is suitable for the animation of a pre-calculated light-emitting map Added to the current map: in each frame, a new luminous map, and then add to already in memory map, except for some special case, do not recommend using this model, using incremental instead add mode Increments add to the current map: in each frame, the sample is added to the existing map only if necessary, and the pattern is suitable for moving through the animation Block pattern: in this mode, calculate each render piece of separate light texture, do not calculate global light texture, except for some special case, do not recommend using this model, using single frame mode instead Animation (pretreatment) : for each frame and save the new luminous map alone, in this model, does not render the final image - only calculate the global luminous map, this is as a first step in advance and moving objects pre-rendered cinematics Animation (rendering) : rendering the final animation with a calculated animation (preprocessing) luminescence map and a interpolation with a moving object How many kinds of materials are there in vray???? In addition to Raytrace (Raytrace), Advanced Lighting Override (Advanced Lighting Override) and non-smooth/shadow material (Matte/Shade) he supports all Max default materials. Except the vray and vray double-sided (Vray2SideMtl) vray material mixed material (VrayBlendMtl) vray3S material (VrayFastSSS) vray lights (VrayLightMtl) vray material standard material (VrayMtl) vray package material (VrayMtl/Wrapper) disintegration of the vray material (VrayOverrideMtl) The chart process of Vray!! Create or open a scene 2 specify the VRay renderer 3. Set the material Decorate the light according to the scene. Set the renderer TAB to the parameters of the test phase: 1) turn down the anti-aliasing coefficient and turn off the default and reverse refraction. 2) check Gi and adjust the direct light transfer to lrradiance map mode (lighting map mode) Adjust the min rate (minimum sample) and Max rate (maximum sampling) to -6, -5, while the indirect light is adjusted to QMC or light cache (light cache mode) to reduce the subdivision. 3) start the light, start from the sky, then gradually increase the light, in general order: sky light -- sunlight -- artificial decorative light -- fill light. 4) check the sky light (skylight) switch to test the rendering. 5) if the lighting of the environment is not ideal, it can adjust the intensity of the sky or increase the dark energy (dark part) in the mode of exposure to the right. 6) open the reflection and refraction the main material Adjust the lighting and material of the scene again according to the actual situation 7 render light photon files 1) save the photon file 2) adjust lrradiance map (light map mode), min rate (minimum sampling) and Max rate (maximum sampling) - 5, 1 or 5, - 2 or higher, at the same time QMClight cache subdirs raised subdivisions, formal run insets, save the photon file. Official rendering 1) to adjust the height scale, 2) set the size of the drawing, 3) call the photon file to render a larger image. For indoor scene lighting, using global lighting system, how many lighting collocation methods can illuminate the indoor scene? The general condition (day) can be used with Vraylight + Max skylight, Vraylight + Vray ambient light, Vraysun + Vraysky, and the use of spontaneous light plate irradiation. Night view more actual situation is to absorb dome light, desk lamp, canister light, shoot the light, and light with usually, absorb dome light can use omni, and VR lights to simulate, desk lamp, canister light, light would domain network, using VR lights to simulate the light belt. What is the quick set of parameters for the Vray diagram (the following picture tutorial is provided by LWT and thanks again) The related pictures of this theme are as follows: The related pictures of this theme are as follows: The related pictures of this theme are as follows: In Vray rendering, how to remove the black spots produced when rendering? Method 1: raise some of the parameters Such as QMC sampler where 0.01 to 0.005 should be the default one will do the trick, 0.01 above and adapt to 0.85 this value, the greater the number the more miscellaneous points and mark it. You can lower this value, but it's going to slow down. Method 2: the most important relationship with black spot is the interpolation sampling Interp samples in the light map. The larger the value of Interp samples, the better the scene shading, generally 30-40, and the general assembly makes the scene shadow not real. Method 3: using high quality GI parameters such as the sampling light buffering of the light map, the search distance should be seen in detail Method 4: subdividing the shadow of the lights from the default 8 to about 20-24 will improve the black spot, or change the light offset from the Raytracing group under the Global switch panel to 0.01 But the Numbers should not be too high. Too high will make the details weaker, usually by 0.01 What are the lighting types in the VRay renderer, and what are their characteristics? VRay light (VRay light) : it is divided into three types namely planar, domed, spherical, Advantages: the effect will be softer, more realistic and more realistic than Max's light type. Disadvantages: when using the global lighting system of VRay, if the rendering quality is too low (or the parameter is not properly set), the noise and black spots will be generated. And it's going to be slower than the light of Max. Vray sun (Vray sunlight) : it can simulate the natural environment of the sky lighting system when used together with the ambient light of VRaySky (Vray skylight) or Vray. Advantages: simple operation, less parameter setting, more convenient. Disadvantages: there is no way to control its color change, shadow type and other factors. What is the difference between a Vray replacement map and a default replacement for Max? There are two ways of MAX default swap and VR replacement: 1. Material replacement; 2. Modify the replacement of objects in the panel. By contrast, the default swap is similar to the VR replacement. There is a big difference between the modification and replacement of objects; Let's start with the default swap, which requires a large number of grids and a number of faces, and not very good accuracy. A simple mountain type used to be used. The advantage is that it is rendered faster. While VR replacement only requires a small amount of grid number, the effect is also unmatched by default replacement, but the speed of rendering is rather slow based on the increase of precision, and the effect is also better!! Vray agent Let me explain how it works. A proxy object is an object that allows you to import a grid object from an external file only when rendered. This will save you a lot of memory in the work of your scene. For example, you use a lot of high-precision tree models and you don't have to keep seeing them in the view all the time. Export them to a v-ray agent, you can speed up your workflow, and you can render more polygons If you want to import a grid object, you need to export it first. This is obvious. You can export it in two simple ways: Choose your object. Right-click and select the "v-ray mesh export" option in the pop-up menu. Select your object and write down the script: "doVRayMeshExport ()". These two methods will make the v-ray mesh export dialog appear. Here's a description of its options: Folder - of course this is the save path to set your grid object. Export as single file - when you Export two or more objects, it will merge them into a v-ray surrogate grid object. The name of the File - grid object. Export as multiplie files - select this, and v-ray will create a file for each object. Automatically create proxies - it will export and to create a proxy object. All changes, together with the material, are done dynamically. But the object you choose to export will be deleted Useful information: - remember that if you want to export a grid object, it must be ready to render. You have no way to modify the v-ray grid object. The -v-ray agent can be found in the drop-down menu of the v-ray section. That's all there is to this theoretical concept. Now remember some useful tips. - when you want to create a compound agent for an object, the best way to do that is to create one and then associate it. The use of V - Ray agents Now I'm going to tell you how the v-ray agent helps me to complete this scene (over 500 million polygons). First, I open a Max model Merge them and merge everything together. But remember to select the Match materials ID 's option. This creates a multidimensional composite material for this object Create a proxy object. 4 export objects 5. Import the Vray proxy object (create - Vray - VrayProxy - select the directory file you just saved) 6 copies multiple 7OK (finished) How do I remove the Vraylight from reflection Sometimes we don't want to see the light just to let him light up, and we can't see the light when we've got rid of the Invisible option But what if there is reflection? In the setting of the light, there is an option to Affect specular that will check out the previous pair The question of whether the hand is good or the global light is good Max hand lighting: Advantage: the rendering speed, better light color control, easy to play all kinds of artistic atmosphere (rain, snow, dusk that > < color contrast) in other words, that is, can let the light and shade part have obvious different two kinds of color. Cons: it's not easy to control the brightness of lights, and it's hard to get real world effects. The most important thing is that lighting is time-consuming and time-consuming. Global lighting system: Advantages: A lamp is all done, save time and effort, the effect is real Disadvantages: It's hard to have a characteristic light. (the lighting effect is basically the same, and it's hard to achieve a certain artistic effect, especially for night and evening.) Finally integrated the above reasons I personally think, good effect should be both, and application of global illumination system at the same time, the insufficient or express properly hand play is not the ideal place for the processing of light (light) has reached a certain artistic effect better, make pictures and artistic breath Questions about the increase in the number of processing times after the model is imported with Vray material: After importing the model with the Vray material, the rendering will be added a few more times than before. This is because the import option in the model material of refraction and reflection of the ratio of maximum and minimum ratio changed the default is 1 / - 1 and you import the material values may be 3/0 - thus increasing the pretreatment of 3 times In the case of not giving the material, shading the surface, turning off the reflection, running the light, and then calling the shading map Not for material, mould adamantly, close the refraction, running light, then calls the hard-wired into figure, this type of mistake, without catadioptric IRmap without material rendering ran out and ran out of plus material and the refraction IRmap is absolutely not the same, the reason is simple, IRmap not only have generated by light sampling point location in a rebound, it must also determine the sampling point for solving the actual lighting at the sampling results, said popular point, including the calculation of secondary recovery engine results are stored in the IRmap along with all the sampling points of each, you put all the objects in this paper, the element model and don't open run a light refraction, no matter what you engine with secondary rebound, QMC, lightCache, photonmap, its basic is gray color overflow, and don't open the refraction, lighting the actual brightness to weak, take material with catadioptric running light, color overflow must be related to the material color, and because of the reason of reflection, can have a chance to rebound more light, brightness is another kind of circumstance, so using the results of the two kinds of completely different as the same, is the wrong way
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