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3DMAX 灯光参数(3DMAX light parameters)

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3DMAX 灯光参数(3DMAX light parameters)3DMAX 灯光参数(3DMAX light parameters) 3DMAX 灯光参数(3DMAX light parameters) 3ds mas common parameters: Edit the Mesh modifier Edit Mesh modifier One: mainly used to edit 3d mesh objects. It is characterized by the lack of resources and suitable for the productio...

3DMAX 灯光参数(3DMAX light parameters)
3DMAX 灯光参数(3DMAX light parameters) 3DMAX 灯光参数(3DMAX light parameters) 3ds mas common parameters: Edit the Mesh modifier Edit Mesh modifier One: mainly used to edit 3d mesh objects. It is characterized by the lack of resources and suitable for the production of game and effect drawing Two: the structure of Edit Mesh 1 Vertex point hierarchy 2 Edge: object side level 3 Face: triangle level Polygon: Polygon, quadrangle level 5 Elemnet: element level, which is all continuous Editmesh is a common command Three: MeshSmooth mesh smooth modifier We often use Edit Mesh and MeshSmooth in the modeling process to make smooth objects such as sofas and cushions. The relevant parameters of the MeshSmooth modifier Iterations: smooth grade, (1 ~ 5) Weight: the Weight of the Weight, the smooth effect of the object, for example, makes the object smoother or more acute. Crease: hardness number: allows us to determine which side of the object is involved in smooth operation. When the value is 1, the side that is selected has no smooth effect. Two dimensional objects (Shapes) 1: Line drawing. A. I can draw a line B. Drag the mouse to draw the curve C: press the back button to redraw a node D: press the Shift button to draw the orthogonal line E: press the keyboard I button to extend the view F: press "[" and"] "buttons to scale the view 2. The structure of the line (sub-object) : Vertex: node level Segment: line Segment, line Segment is the connection between two points Spline: Spline level, which represents the entire continuous line 3. Type of point: Conner: around the corner Smooth: Smooth, automatic slope calculation Bezier: the Bezier curve, the slope of the manual condition curve. Bezier conner's corner. 4. The ability of the line to be able to dye Renderalbe, the render switch for two dimensional objects The Thickness of the line Sides: the section accuracy of the line Diplay Render Mesh: the actual size of the line can be observed when opened 5: common tools for drawing lines Refine a little command Fillet: round the corner Chamfer: the bevel tool Outline: copy the Spline tool (at the Spline level) Attach: activate the command to combine external two-dimensional objects. Boolean: step operation (before you have to activate the relevant line Attach) 1. Select a spline first, 2: determine the operational relationships (add, subtract and overlap) 3: press the Boolaen button and then pick up the target curve Trim: cut tools to Trim the intersection curves Weld (point level tool) : you can Weld the dots within a certain distance 6: insert view background (Alt + B) Match bimap view matches, keeping the ratio of the images unchanged Lock Zoom/Pan ensures that the image can be scaled together when the view is scaled DisPlay Backgound: DisPlay the background switch Import external files (Import) 8: unit modification: select Units Setup in the Customize user menu System Unit System Unit. Display Unit Scale Display Unit Bevel chamfer Function: to stretch three times, each time the object is scaled. To make an Angle to the object Main parameters: Height: tensile Height. Outline: scale effect Linear sides: chamfering Curved sides: round chamfering I: yes. The higher the parameter, the smoother the object Smooth Across Levels: Smooth over the stretching of each layer Keep lines From Crossning: you can correct the chamfer error when you open it Bevel Profile: contoured chamfer modifier Function: you can freely edit an object's chamfer surface Main parameters: Pick Profile: contour edge (2d object must be on edge) Note: contour edges can be closed or open two-dimensional objects. When we come to the Profile Gizmo level, we can change the scope of the chamfer from various moves, rotation, and scaling. Loft lofting operation: The lofting operation is like a kind of advanced stretch: it must have Path and shape, and the Path can only have one. And the cross section can be infinite. Basic operation of lofting: 1: draw the path and cross section 2. Select the section graph and open the Loft operation in the composite modeling (Compoud Object) Get the Path button to pick up the Path Or: select the path graph, open the Loft operation in the compound modeling (Compoud Object) and select the Get Shape button to pick up the cross section 3. Multi-section release: Method a: start by standard method first B: change the value of Path in the parameter bar, which is to change the location of the intercepting section. Pick up a new cross section. 4: making changes: A: for the Shape and Path of the sample, the layout is mainly divided into Shape and Path hierarchy. In the Shape hierarchy, we can select the upper section and perform various transformation operations on it. Even delete. And the Path hierarchy is modifying the various parameters of the Path, such as the length of the Path, the slope, and so on B: deformation of the lofting object: Scale: Scale operation. Its operation and editing of two-dimensional objects is very much imagination. You can add any bit of editing. 5. Important parameters of lofting: Cap Start: Cap at the top Cap End: cover the bottom End Shape Step: the cross section precision, the higher the cross section the smoother Path Step: Path precision Linear Interpolation: the smooth effect of Linear Interpolation and cancellation path Transform degradation: shows the degraded operation, which can make the modification more intuitive Three-dimensional modeling (Geometry) A. Standard Primitives Box: cube Cone, Cone Sphere, the Sphere Geospohere: geosphere Cylinder: Cylinder Tube: water pipe Torus: circle Pyramid: pentahedron Teapot, kettle Plane, Plane Related common parameters: Long Length Wide Width High: High Radius cylinder or Radius of a cone The number of Sides and determine the accuracy of the section of the model. Smooth Smooth, so that the model is displayed in a Smooth state Number of Segments, The degree of subdivision of an object, which is very important in practice, the more smooth the object is Fillet chamfering parameters 2. Common extension 1) Headra (polyhedra) is divided into 8, 16, 32 faces with two additional stars (which can make meteor hammers) 2) Chamfer Box (Chamfer Box) is basically the same as Box, but it can also be used to make the inverted corner effect. The sofa on the table below is made up of chamferbox 3. A Boolean operation of a three-dimensional object 1. Concept: Boolean operation is first by the 19th century British scientists (step) using a logical calculation way for the synthesis of the object, the Union between logic operation mode can make the object (and), intersects (overlap), and Subs traction (subtraction) after synthesis. 2. Request for Boolean operation (1) the object required to participate in the operation must have an absolutely complete surface, no holes, overlapping surfaces or unconsolidated nodes. (2) keep the normal direction of the normal line, and don't flip the normals on the surface of the object easily, otherwise it will produce unpredictable results (3) there is no overlap between the surface elements of the object, which means that there is no redundant or line segment in the surface or the interior of the object because of the editing of the sub-object level (4) if there is no intersection operation object, Boolean operation what also can't do it's best to complexity in surface similar to Boolean operations between model, if an object is complex (by many) of point, line and plane, and the other object is simple as a box) without any section of the Settings, they are Boolean operation, operation results will take a long time 3. Related parameters of Boolean operation: [the parameters of Boolean operation] Pick Boolean: Boolean operation must have both A and B objects. Copy: Boolean operation does not destroy the original object Move (remove) : the original object was deleted after Boolean operation. Instance (association) : Boolean operation, Boolean operation object is associated with the original object Reference: after Boolean operation, Boolean operation objects are in Reference to the original object Operands: lists all the Operands to be used when editing operations Extract Operand (Extract operation object) : it can redraw the currently specified operation object to the scene as a new object The Display/Update. Result: only the final results are shown Operands: displays all the Operands Results + Hidden Ops: shows Hidden objects and final Results. Note: step operation, only for a single object calculation is reliable, the next object is calculated to step out, before the window of the operation and then step on the object, the operation of the operation. Material edit A. Specification of materials: 1: direct drive method 2: according to the "Assign Material to Selection" tool 2. Preservation of material 1. After selecting the material, press the "Put to library" button 2. Enter the material library and save the current material by save 3. Basic parameters of material: Diffuse: Diffuse color, the main color of the object. Ambient: Ambient color, when objects are influenced by the external environment, they usually have no effect. Specular: high light color, the color of the whole object reflected Specular Level: high light intensity. General metals, ceramics and other things that are hard and smooth have a higher level of light. The high light of wall, cloth, clay and other materials is weak, even without high light. Glosze: the area of reflection, the size of the high light point. Soften: highlights the softness. Not a very common one. Self - Illumination: spontaneous light parameters. Let the object produce the effect of fluorescence. But in general, no It can be illuminated. Opacticy: opacity, 100 is completely opaque, 0 is completely transparent. Make glass and other transparent objects Set the parameter to (10-30) 4. Main Shader (bright and dark generator) Blinn fabric: one of the most commonly used shaders can be used to make ceramics, clay, cloth, glass, plastic, etc Metal: Metal, make Metal special sahder Anisotropic: each phase of the opposite-sex material can be produced by Anisotropy and Orientation Narrowing and changing angles can lead to fusiform highlights Multi-layer: multiple high light, very similar to Anisotropic, can produce two levels of highlights. Get messy Specular effect Translucent Shader, Translucent effect. It can be used for making materials such as candles and jewelry. Description of procedure map: Gradient ramp (decided by three colors Gradient color can also be realized in the corresponding channel texture Gradient, Gradient type: linear Radial line radiation way Nosie noise effect, can simulate flame. The size Amount noise intensity noise size) Output is generally anti-light The material type One. Multi/sub-object multi-dimensional submaterial You can make the material consist of multiple child materials Related parameters: Set Number sets the Number of materials Add adds a submaterial Delete deletes the currently selected material In addition to the material itself we need to specify the material ID number of the object. 2. Double Sided profile material Function: to give the same surface the positive and opposite direction to the material. Main parameters: Translucency: transparent property that gives the surface a translucent effect Facing Material front Material. Back Material: Back Material. Three: Raytrace ray tracks material type Function: make translucent material, metal and glass material, The feature is light tracking speed. Different from standard materials: Transparency: black is opaque. White is just the opposite. The object becomes transparent and automatically refraction. Reflection: the black represents no reflection. Advanced Transparency Color dyeing and End determine the density of Color, Fog: the effect of a foggy transparency on transparent objects. The light Target/Free Spot: Target/Free spotlight Target/Free Direct: Target/Free parallel light Omni: floodlights Skylight, the Skylight General parameters 1) on: the light switch 2) Type: Type of light 3) Targeted: light has a target point when checked. 4) Shadows On: shadow switch (which can be quickly selected via the right menu) 5) Use Global Setting: Use Global Settings 6) Exclude: Exclude, allow objects not to be affected by the light Intensity/Color/Attenuation of the Intensity of light, Color, and the lighting distance: Multiplier (Multiplier) : the intensity of the light intensity is controlled, the standard is 1, if the set is 2, the light intensity is doubled, and if it is negative, the absorption effect will be generated. Light Attenuation (1) Near Attenuation short distance Attenuation: because its Attenuation mode violates the laws of nature, we will not use this Attenuation very often in the production of renderings (2) Far distance Attenuation, we can control the Attenuation range of the light by adjusting the Start and End values (3) Decay (real Decay calculation) The Inverse of the Inverse will produce a sharp decay Inverse square: the attenuation is calculated according to the real light attenuation. The attenuation is the strongest but the most real. Start can control where the lights begin to decay Spotlight/Parameters Spotlight/parallel light Show Cone: lights are still lit in a non-selective light Overshoot: a scene that illuminates the whole thing, far away from the horizon Hotspot: the spotlights are the most powerful illumination in this area From the outside of the area, the light intensity attenuated. Falloff (attenuation zone) objects outside this area will not be exposed to light. Note: the larger the difference between the normal Hotspot and Falloff parameters, the more blurred the edge of the spot. 2. Shadows Params shadow parameters Color: you can change the color of the shadow. Dens: the concentration of the shading Map: specifies a Map for the shadow. Light Affects Shadows Color: the shadow Color shows the mixed effect of the Color of the Light and shadow. Atmosphere shadows On: whether the Atmosphere is affected by the shadow. (for example, when burning a flame, you need to open this button) Opacity (Opacity) Color Amount: the percentage of the mixture of atmospheric Color and shadow Color Bias: offset the shadow effect Size: lowering this value will make the shadow more ambiguous, and the higher the value, the clearer the shadow Sample Range: the higher the value, the higher the shadow quality, but the slower the rendering Advanced Effects Contrast: adjust the surface Contrast between the object's high light zone and the transition zone, which is normal when the value is 0. For some special effects, such as the glare of the glare in space, the Contrast should be increased. Soften Diff. Edge (diffusion transition boundary) diffusion transition zone between the surface of the shadow Edge, avoid to produce a clear boundary between light and shade. Diffuse: when checked, light can generate Diffuse reflection. Specula: when checked, lights can produce high light effects. Ambient Only: when checked, the light Only affects the surface color of the object in the manner of Ambient lighting, which approximates the uniform coloring of the surface of the model. This parameter can be used to specify the influence of different ambient light illumination To open this, you can select an image as a projection image by using the Map (texture) button below Map channel and program map Internal parameters of the map: View Image: the shearing button of the map Filtering: the method of using the method to optimize the image can be optimized by using the method of the method Blur: the fuzzy parameters of the map Blur Offest deviation and produce larger texture Blur effect. Commonly used mapping channels: A. Diffuse Color: texture channel (transition Color channel) is used to represent the channel of object texture and belongs to Color channel. 2. Bump: the Bump channel: it belongs to the intensity channel. After the image is placed in this channel, it can be used to control the concave effect of the object. Black can make the object have a sag effect. White can make objects swell. Commonly used miscellaneous point program map: miscellaneous program map is generally composed of several colors. It can be used for texture channels and concave and convex channels. The effect of various textures can be displayed. 1. Noise Noise program map: Main parameters: size: size, control color block size High and low can control the distribution of two colors Levels: to control the accuracy of the map. Noise type: Noise type Regular noise Fractal noise, a more messy effect The Turbulence end Flow noise 2. Cellular: the cell map Main parameters: the accuracy and detail of the image Spread: extending, you can control the distribution of colors Roughness: the Roughness of the picture. 3. Dent: sag map. Used to represent a strongly concave texture, Main parameters: Strength: the intensity of the depression is actually the contrast between black and white Iterations: the accuracy and detail of the map. 4. Smoke Smoke stickers Related parameters: Exponnent, can control the distribution of two colors. Size: the size of the smoke Three: Reflection (Reflection channel) Commonly used related maps 1: Raytrace light tracing map. Generate real reflection, reflecting off the surroundings Main parameters: Enable Raytracing: the light tracking switch Enable Atmospherics: reflection of atmospheric environment, such as fog Enable Self reflection \ Refract generates reflection and refraction for itself BackGround Settings Use Enironment Settings: only reflect the surrounding environment None: channel, you can add a map here and add a virtual reflection environment to the object Attenuation reflection Attenuation Falloff Type: attenuation Type Off closing down Linear: attenuation with constant speed Inverse Square inverted flat, the more real attenuation mode, but the decay rate is very fast The degree of attenuation of End numerical control can be adjusted when the logarithmic method attenuates attenuation. In addition, you can adjust the reflection effect (true reflection) in the rendersetting of the rendering menu. Adjust the Maximum Depth to open the reflective anti-aliasing (Global Ray Antialiaser) 2. Flat Mirror Flat Mirror A kind of false reflection, characterized by fast speed. Related parameters: Blur is blurred by Blur The Use Bump map also reflects the Bump effect 4: Reraction refraction channel Usually used for transparent objects such as glass and water. The Raytrace ray tracing map can be added to the parameter refraction effect. In addition, the Filter (Filter) can be used in the Extended Parameters. Adjust the parameters of the Subtracteve (subtraction) and Additive (lighten). Index of Refraction. Index of Refraction: refractive Index Vacuum: 1.0 Air: 1.0003 Water: 1.333 Glass: 1.5 to 1.7 Diamond: 2.419 5: opaque channels Used for controlling the transparency of objects and belonging to the intensity channel. In other words, the transparency of the object can only be controlled by the grayscale of the image. Black... Completely transparent. Pure white... Opacity. Path Constraint Path Constraint controller Related parameters Add Path: the tool used to get the movement Path. Follow: to make the camera Follow the effect, the Angle of the camera changes as the path changes The percentage of Along Path Along Path Constant Velocity allows objects to produce uniform motion Bank: cameras can be tilted in motion Bank Amount: the magnitude of the tilt Smoothness: the speed of change in Angle of turn Allow Upside when an object moves along a vertical path, it can be turned Upside down, like a roller coaster in an amusement park. Constant Velocity: Constant Velocity Loop: circulation Relative (Relative) the bound object will remain in the original position, maintaining a Relative offset distance from the path curve to the path constraint movement Axis: axial, you can adjust the orientation of the camera. Flip: reverse the direction of the camera radiosity The production process of light energy transfer 1: set the light, and generally use photometric light. Select the appropriate optical domain network file 2: open the light transmission: shortcut key: 9, find the choice of light energy transfer (Radiosity) Main parameters of light energy transmission: Start: Start the light transfer calculation, usually after the change of the scene object, will be recalculated a time. During the test, you can calculate the accuracy of more than 1. Stop: stop counting Reset All starts again Reset: only the light object is recalculated Intial Quality: the Quality of the object. The higher the effect, the better. Refine Iterations (All Objects) increases the classification of All Objects. The higher the effect, the better. Note: if we are finally using Regather (light reassembling) algorithm, the size of the two parameters above is irrelevant. Filtering: Filtering can properly eliminate black spots Setup: you can go from here to Environment (Environment). After entering, we usually have to open the exposure control. Methods: select the Logarithmic Exposure Control in Exposure Control And then can adjust the Brightness of the picture (Brightness, Contrast, Contrast and so on. The general scene will have to open the Affect Indirect Only option, so the picture will be clearer. Use the Exterior Daylight option if the scene has Daylight. 3: the final output can be done after adjusting the lighting and exposure. In the Rendering Parameters, open the Regather Indirect (reassemble) 64 ~ 180 Rays Per Sample: the higher the parameter, the better the effect When you open Adaptive Sampling, you can improve the selection speed 4. Calculation reflection rebound: 1 - prefercnce setting 2 - the advanced lighting/material editor The object is not affected by Shadows: receive shadows not checked in object properties Open the sun, check the environment/exposure control/logarithmic exposure control - check out the exterior daylight. A. Light energy transfer - reclustering algorithm Related parameters of the reassembly: Regather InDirect Illumination: the reassembled switch I usually have to subdivide the object and subdivide it to more than one. Rays Per Sample: the better the light Sample, the better the effect, the longer the time Filter Radius: (Filter Radius) can reduce black spots, but also increase rendering time Clamp Values: used to prevent bright spots and control the overall brightness of the scene. Adaptive Sampling Adaptive Sampling technology can improve our rendering efficiency, but can reduce the rendering effect accordingly. Once the function is opened, you may need to add the render quality appropriately Initial Sample Spacing: low precision sampling for relatively simple, flat areas in the scene Subdivide Down to a relatively high sampling accuracy for the accuracy and detail. Show Samples: Show the red sampling points so that we can understand the sampling distribution in the scene. 2. Optimize the image 1. Improve the contrast of images in exposure control Select the relatively good Mitchell_Netravali filter in render control for anti-aliasing 3. Using various tools or mirrors to sharpen the image in Photoshop can improve the sharpness of images. The modifier of the simplified table A. MultiRes multiple optimization modifier Action: reduces the number of surfaces and effectively protects the shape of the object. The downside is that the optimized Max file will be huge Related parameters: Generate: calculate the button. The calculation must be done before optimization. Ver Percent: the number of points. You can adjust the number of segments 2. Optimize the modifier The effect is also to simplify the surface, although the downsizing is not as effective as MultiRes. But it won't make the files too big The main parameter is Face Thresh; The larger the parameters, the more severe the reduction View acceleration method 1: press the D button in each view, cancel 4 views and refresh at the same time. 2. Conceal temporarily unadjusted objects, Make full use of shortcut keys, independent tools (Alt + Q, etc.) 3: add various optimization modifiers to reduce the number of surfaces, or to delete the history of objects properly It's called a collapse. No need to display all the images in the material in the view. Use Deactivate all map in Views Command, cancel display map. 5: use the OpenGL graphics card to speed up. 6: press O (O) button to open the display of degraded operation. When we rotate the view, it will automatically reduce the display quality and speed up the display speed. 3dsmax effect diagram output setting: Image size (150 resolution) : A5, 210 x 148mm: 1240 x 875 A4, 297 x 210mm: 1750 x 1240 A3, 420 x 297mm: 2480 x 1750 A2:594 times 420mm: 3,500 by 2480 A1:894 x 594mm: 4960 times 3500 A0:1189 x 841mm: 7000 x 4960 Output filtering: mitchelj-netavali File output format: Jpg format - lossy compression, image file small but not high The format of TGA and Tif is not compressed, the image quality is high, the file is relatively large. The output should open the options: shadow shadow mappin map auto reflet/refrace automatic refraction Choose Mitchell - netravali anti - aliusin filter Adjust the height of the sun, and set it to 0.001-0.01, between 5 and 10 Depending on the scene, and the atmosphere you want to express, the parameters of the parameters of each time period are different, and you have to add a mold after a light bulb The light of the sky, my general use is to put a spherical lamp outside the window, the color is warm color (morning and evening will be deep, noon The words are very shallow) usually multiplied: 40,000-120000 (can try to run a few adjustments), put a cool color flat lamp outside the close window, looks Color is cool, mainly in blue, double in: 2-10. Light domain is required to be used in other places
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