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3d vray渲染教程

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3d vray渲染教程3d vray渲染教程 This article will help you render the renderings!! What are the characteristics of the Vray standard material (VrayMtl) compared to the standard material (Standard) of Max?: Standard material Vray (VrayMtl) is designed with the Vray renderer use...

3d vray渲染教程
3d vray渲染教程 This article will help you render the renderings!! What are the characteristics of the Vray standard material (VrayMtl) compared to the standard material (Standard) of Max?: Standard material Vray (VrayMtl) is designed with the Vray renderer use material, so when using the Vray renderer when using this material material than the standard of Max (Standard) and the rendering speed and high quality in many details. Secondly, they have a significant difference, Max is the standard material (Standard) can produce false high light (i.e. not only high light reflection phenomenon, but this phenomenon in the real world is impossible) and high light Vray is closely related to the intensity of the reflection. And when using the Vray renderer only with the Vray material (standard material or other Vray material) can generate caustics, and in the use of Max standard material (Standard) when this effect is not produced. After using the global illumination in Vray, if there is no control over the room, there will be a color overflow phenomenon. Is there any way to change the color overflow phenomenon? 1: VR package material can be very good control, the room will have color overflow phenomenon The concrete method is to add a layer of package material on the basis of the original material, and then reduce the size of the object emitted GI 2: the production of global illumination GI moderate reduction of ` ` can control color benefits' problem 3: according to F10, in the indirect lighting, reduce the saturation key, can improve the color benefit Use Vray rendering, if no control parameters will generate noise, how to deal with?? The cause of surface noise is main and material selection and light exposure problems mainly relationship 1: in the choice of material, it is best to choose Vray material (rather than choose Max material) 2: to improve the first and second times the rebound value (Primary bounces and Secondary bounces Multiplier) to enhance the indirect lighting rebound brightness. 3: to increase the segmentation value, including light material subdivision, subdivision, subdivision hemisphere value, caustics segmentation, fuzzy segmentation, Global Subdivision segmentation value. It can effectively improve the performance of the details 4: improve the sampling value, such as compensation (Interp sample) sampling rate and sampling value etc.. It can improve the accuracy of Vray scene rendering, reduce errors and noise 5 through the core technology of Vray (rQMC sampler) by setting to control noise. He's actually controlling Vray's early termination technology. Adaptive amount is a range of control applications (the smaller the scope of numerical applications is small, the effect is more accurate, the noise is less, but the time will be doubly extended) Noise threshold (noise limit value) which determines the Vray in the implementation of early termination technology before the accuracy assessment of the scene. Smaller values with high accuracy, means that the user specified Vray the final rendering must reach a very accurate degree (with less noise) and vice versa, The final rendering requires Vray not achieve very accurate results (with more noise) Min samples (minimum sample number) it is the actual control of Vray in the application of early termination technology, each light is the minimum number of light to be scattered after, the greater the value, the light transmission more fully, carrying objects (color) information more accurately, rendering the results more precise, more noise less. Global subdivs multiplier (Global Subdivision, double value-added), here is the control of all the Vray subdivision of the value-added, he will be in the previous third points, so the breakdown value all doubled, so be careful to use!! 5: if the image rendering has finished, it can not be adjusted in Max and Vray, but we can go to the Photoshop to make a simple noise processing, we can use fuzzy filters in special fuzzy or fuzzy Gauss, noise simple processing, but it should be noted that, numerical don't give too much for too much loss of a lot of details. The Vray renderer is equivalent to the renderer of Max itself. What are the features? Vray has 3 major features: 1) show authenticity: you can reach the photo level, movie level rendering quality, such as the Lord of the rings, some scenes are used to render it. 2) applications: because Vray supports like 3Dmax, Maya, Sketchup, Rhino and other three software, so the majority of designers love, therefore also applied to indoor and outdoor landscape design, products, and film and television animation, and many other areas around the building. 3) adaptability: Vray itself has many parameters for users to adjust, according to the actual situation, control the rendering time (rendering speed), so as to produce different effects and quality pictures. Vray renderer is mainly distributed in the max where, and its role is what??? Vray renderer, mainly distributed in 4 areas of Max 1) the setting area of the render parameter (rendering menu area) is the setting of the render parameters of the vray 2) the material editing area (material editor) is used to edit and modify the Vray material 3) create modify parameter areas (create modify panels) for creating, editing, and modifying objects that are unique to vray 4) environment and effect area (environment and effect panel) for making special environmental effects. What is the concept and working principle of Vray global Guang Zhaoming (indirect light illumination)? Global illumination (GI), the full name of Global Illumination, is an advanced lighting technology that simulates real-world light bounces. It is actually to pass, reflection and other objects by irradiation of a light beam onto the object after broken up into N in different directions with different information of the object light, when the light illuminates the object again, every ray was again broken up into n ray continued transmission of light information, exposure to other the object, so the cycle until the user said the requirements set effect or the final result can reach the requirements of users, the light will terminate the transfer, this transfer process known as energy transfer, namely global illumination (GI). Vray has several rendering engines, What are they? Rradiance map light rendering engine Photon map photon rendering engine Quasi-Monte Carlo Quasi Monte Carlo rendering engine Light cache light buffer render engine Irradiance map is a light irradiance map is calculated based on cache count only see the face we can see in the scene, while the other does not calculate, the computation speed is faster than other types, especially for a large number of flat surface scenes. Compared to several other, it produces noise and can be also very few. In order to save the next rendering call (run in the photon map after preservation to replace other materials do not need to re calculate GI) directly opposite the original light reflecting slow accelerating effect. Of course some disadvantages too in the replacement angle may be fuzzy. Lost. Parameters may also lead to low. The animation is flashing seems lost. Photon map photon map A light particle, or photon, that builds up from a light source and bounces back and forth in the scene It is mainly used in the calculation of approximate value and in the scene, is usually used for second rebound inside, let the whole scene becomes more real. We should pay attention to the Photon map only supports VR lights, Max lights are not on the GI effect Quasi-Monte Carlo Quasi Monte Carlo Quasi-Monte Carlo will be calculated separately for each point of Quasi Monte Carlo GI so the speed will be very slow, but the effect is the most accurate, especially a large number of details of the scene. It's less parameter only two of a second parameter in only two times when choosing Quasi-Monte Carlo way to be effective. Light cache light cache Light cache light cache is based on tracking camera visible many light paths, and the irradiance map is just on the contrary, it is the reverse of the light. As long as the light is not what limits VR support it support. Doing preview is very fast. It can complete the whole scene GI lighting alone, can also be combined with other maps two rebound. Does Vray provide several different sampling algorithms? What are they? What are the characteristics? Fixed rate correction rate Subdivision QMC Vray offers three different image sampling modes, one is not the direct optimization algorithm fixed rate correction rate, simply a per pixel n ray emission to the scene, the n is a square, 1 SUBDIVIS per pixel is 1, sub2 is 2 by 2,...... No sloppy, every pixel is n; the result is good or bad, a note of good results is per pixel accuracy, the accuracy of the whole picture, the obvious disadvantage is not optimized for many corresponding pixel scene content very simple calculations are made too much, and one is not negative, that is not every 4 pixels of a ray radiation...... You may need to do this when you need the fastest preview...... The other two sampling systems of Vray are optimized algorithms, which is to determine which pixels correspond to more scenes, To emit more radiation to calculate these complex pixels, so it is easier to understand, what is the so-called min minimum emission ray number, Max is up to adaptive, subdivision can use -1 is negative, every 4 pixels of a pixel is -2, every 16 to send a...... There are many differences between the two algorithms, and it is important for us to pay attention to their practical significance. QMC applies to scenes with high detail content. If your scene is close, with fine textures or blurry reflections, or with vrayfur hair, you are strongly recommended to use this. Subdivision has a sophisticated algorithm for further optimization, which is applicable to general scenarios, and the quality of general mapping is that speed is significantly faster than QMC, min defaults to -1, and if you need faster, you can change to -2...... Proposed rendering, the final map with QMC, test preview with Subdivision or fixed There are several modes to choose from in the Mode (Irradiance) of the map. What are they and what are the features? Single frame: for each frame to create a new illumination map, this mode is suitable for moving objects and still frame animation Multi frame accumulation: when you start rendering, reset the irradiance map, and then each animation frame adds details to the already mapped map when necessary. Each model is suitable for running through animation From the file: when you start rendering, you can mount a light map from the file and no longer calculate the new sample. This mode is suitable for running animations with precomputed lighting maps Add to current map in each frame, calculating a new irradiance map, then add to the already in memory mapping, except for some special cases, does not recommend the use of this model, instead of using incremental add mode Increments are added to the current map: each frame is added to the existing map only when necessary. This mode is suitable for running through animation Block mode: in this model, the individual irradiance map of each rendering block is calculated, and the global illumination map is not calculated. In addition to some special columns, this mode is not recommended and is replaced by a single frame mode Animation (pretreatment): calculate the new irradiance map and saved separately for each frame, in this mode, do not render the final image - only calculate the global irradiance map, this is the first step in advance as moving objects and animation rendering Animation (rendering): uses a calculated animation (preprocessing) to map the light and render the final animation in the same way that the moving object is interpolated How many kinds of materials are there in Vray? What are they???? Vray in addition to ray tracing material (Raytrace), advanced lighting, Lighting (Advanced Override), and matte / shading (Matte/Shade) material, he supports all Max default textures. In addition to this, Vray and Vray (Vray2SideMtl) double sided Vray hybrid material (VrayBlendMtl) made of vray3S (VrayFastSSS) Vray light material (VrayLightMtl) Vray (VrayMtl) Vray standard material package material (VrayMtl/Wrapper) Vray (VrayOverrideMtl) material collapse The drawing process of Vray! ! 1 create or open a scene 2 specify the VRay renderer 3 set material 4 set the light according to the scene. 5 set the render tab to the parameters of the test phase: 1) turn the anti aliasing factor down and turn off the default light and back refraction. 2) check the Gi and adjust the direct light transfer to the Lrradiance map mode (light mapping mode) Adjust min rate (minimum sampling) and Max rate (maximum sampling) for -6, -5, same time, adjust the light to QMC or light cache (light buffer mode), reduce the subdivision. 3) began to light, from the sky, and then gradually increased in the order: sky lights, sun - light - Light Artificial decoration. 4) check the sky light (Tian Guang) switch and test the render 5) such as shading light environment is not ideal, may be appropriate to adjust the skylight strength and improving the way in which dark multiplier exposure (dark brightness), until the appropriate date. 6) open the reflection, refraction, adjust the main material 6 adjust the lighting and material of the scene according to the actual situation 7 render photon files 1) set up to save the photon file Lrradiance map (2) to adjust the light map mode), min rate and Max rate (minimum sampling) (maximum sampling) is -5, -1 or -5, -2 or higher, while the QMClight cache subdirs subdivision higher value, officially running a small map, save the file photo. 8 official rendering 1) high level Kangju ruler, 2) set the size of the drawing, 3) call the photon file to render a larger image. For indoor lighting, using the global lighting system, how many kinds of lighting collocation method can illuminate the indoor scene? In general (daylight), you can use Vraylight+Max, daylight, Vraylight+Vray, ambient light, Vraysun+Vraysky, self illumination, illumination, etc.. Night more actual situation of ceiling lamps, table lamps, downlights, spotlights, and lights with general, Xidingdeng can use floodlights, and VR lights to simulate, lamp, and lamp, with optical domain network can, lights with VR lights to simulate. How do I render the renderings of the wireframe with the Vray renderer? Http://home.snren.com/Article/Search... D=%CF%DF%BF%F2 In Vray rendering, how do you remove the shading that occurs when rendering? Method 1: to increase some parameters, such as QMC sampler, where the default 0.01 to 0.005 should be enough, there is an adaptation of 0.01, 0.85, the greater the value of this, the more points and spots. You can lower this value, but the speed will slow down. The biggest difference between the 2: and the black spot is the interpolation sampling in the illumination map. The larger the value of the Interp samples, the better the dark spot, and generally 30-40, which makes the scene shadow unreal. Method 3: uses high quality GI parameters, such as the sampling distance of a photon spectrum of a light map, and the search distance of a subdivision photon, depending on the situation Method 4: changes the shadow of the light subdivision from the default 8 to about 20-24, also improves the black spot phenomenon, or Raytracing (Secondary, rays, bias) value under the Global switches panel is changed to 0. 01 However, the value should not be adjusted too high. Too high will make the details weaker, usually 0.01 What are the lighting types that VRay renderer comes with? What are their features? VRayLight (VRay lights): it is divided into 3 types, namely flat, dome, and spherical, Advantages: the VRay renderer is dedicated to materials and textures, and when used together, the effect is softer and more realistic than the Max's light type, and the shadow effect is more true. Disadvantages: the global illumination system using VRay, if the rendering quality is too low (or unsuitable parameters) will generate noise and dark spots. And the rendering speed is slower than the Max light type. VRaySun (Vray sunshine): it can simulate the natural environment of the sky lighting system when it is used with VRaySky (VRay skylight) or VRay ambient light. Advantages: simple operation, less parameter settings, more convenient. Disadvantages: there is no way to control its color changes, shadow types and other factors. What's the difference between the Vray replacement map and the default Max replacement? MAX default replacement and VR replacement, there are two ways: 1., material replacement; 2., modify the panel inside the object replacement.. In terms of material replacement, the default replacement and VR replacement is almost the same. Modified replacement objects can have a big difference; about the default replacement, it needs the grid number and number more huge, and the precision is not very good. (formerly used as a simple mountain type), it has the advantage of rendering fast. The VR replacement only requires a small number of mesh, and its effect is also the default replacement can not match, but the rendering speed according to the increase in precision and become quite slow, of course, the effect is better!! Vray agent Let me explain how it works. Proxy objects are objects that allow you to import mesh objects from external files only when rendering. This saves 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 them in the view all the time. Exporting them to V-Ray proxy objects allows you to speed up your workflow and you can render more polygons If you want to import mesh objects, you need to export them first. This is obvious. You can export in 2 simple ways: 1. choose your object. Click the right mouse button and select the "V-Ray mesh export" option in the pop-up menu. 2. select your object and write a script like this: "doVRayMeshExport"". These 2 methods make the V-Ray mesh Export dialog box appear. Here's an explanation of its options: Folder - as a matter of course, here is the save path for setting up your mesh object. Export as single file - when you export 2 or more than 2 objects, it will merge them into a V-Ray proxy mesh object. File - the name of the grid object. Export, as, multiplie, files - select this, and V-Ray creates a file for each object. Automatically create proxies - it will export and create proxy objects. All changes, including the material, are dynamic. However, the object you have chosen to export will be deleted Useful information: Remember, if you want to export mesh objects, it must be ready for rendering. You have no way to modify V-Ray mesh objects. - V-Ray proxy objects can be found in the drop-down menu of the V-Ray section. - that's all about the concept of theory. Now remember some useful techniques. When you want to create a composite proxy for an object, the best way is to create one and then associate the copy. The use of V-Ray proxy objects Now let me talk about how the V-Ray proxy object helps me complete the scene (over 500 million polygons here). 1. first, I open a Max model 2. merge them and merge everything. But remember, select the "Match materials ID's" option. This creates a multidimensional composite for this object 3. create proxy objects. 4 Export objects 5 import the Vray proxy object (create - Vray - VrayProxy - select the directory file that you just saved) 6 copy multiple How do I remove the Vraylight light in the reflection? Sometimes we don't want to see the lights, just want him to shine. We can't see the lights when we tick the Invisible's options But what if there's a reflex that still reflects? In the light of the settings where there is a right Affect specular option ticked away in front of the good A hand polished or global light good Max hand polished: Advantages: fast rendering speed, good light color control, easy to play a variety of artistic atmosphere (the kind of > Yu Tian, twilight snow, < color contrasts) in other words can make the light and dark parts have obvious two shades of. Disadvantages: it is not easy to control the brightness of light, and it is hard to produce the real effect of the real world. The most important thing is that lighting is more time-consuming and laborious. Global illumination system: Advantage: A lamp all, save time and effort, the effect of real Shortcoming: It's hard to make a characteristic light (the lighting effects are basically the same, it's hard to achieve some artistic effects, especially for night scene and dusk) Finally the above reasons I personally think that the figure should be both good effect, and application of global lighting system at the same time, expression is not the ideal place in insufficient or processed in light of appropriate (fill) has reached a better artistic effect, make a picture of real and artistic atmosphere Questions about the number of processes and processes that have been imported into a model with Vray material: After importing the model with the Vray material, the rendering will be several times more dramatic than before. This is because the maximum ratio of refraction and reflection in the model material import options in the minimum ratio is changed and the default is -1/-1 and the value you import material may be -3/0 so as to increase the pretreatment of 3 times About not giving material, with prime module it shut out, and then call the anti index, it make the map problem Don't give out material, with prime module, anti reflection, and then call it out, into the picture, this way is wrong, Without anti refraction without rendering the material run out of IRmap and adding material plus anti index running out of IRmap is definitely not the same, the reason is very simple, not only to IRmap generated by the position of optical sampling role a rebound, it must also be solved in determining the sampling results of the actual sampling point lighting the point, said the popular point, including two rebound engine results also together stored in each IRmap sampling points, you put all the objects with and without anti reflection mode in running a light, whether you use what the two rally engine, QMC or lightCache or photonmap or its basic color spill is gray, and do not open the catadioptric case, lighting brightness is weak, you go out with material with anti refraction, color spill is certainly related to the material color, but also because of the reflected light, there will be more anti Opportunity, brightness is another manifestation of the situation, so it is a mistake to treat two completely different results as the same
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