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vray参数设置(Vray parameter settings)

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vray参数设置(Vray parameter settings)vray参数设置(Vray parameter settings) vray参数设置(Vray parameter settings) VRAY parameter settings Life highlights VRAY test phase parameter settings 1, global switch panel: turn off 3D default light, smooth effect" 2, image Sampler: fixed ratio, the value is 1....

vray参数设置(Vray parameter settings)
vray参数设置(Vray parameter settings) vray参数设置(Vray parameter settings) VRAY parameter settings Life highlights VRAY test phase parameter settings 1, global switch panel: turn off 3D default light, smooth effect" 2, image Sampler: fixed ratio, the value is 1. 3, turn off the antialiasing filter". 4, light-emitting map: preset (custom), the minimum ratio of -6, the maximum ratio of -5. model subdivision 20, interpolation sampling 20, display computer screening 5, light buffer: subdivision 200 6, RQMC Sampler: to adapt to the number of 0.95 noise threshold: 0.5 minimum sampling value 8, Global Subdivision Multiplier: 0.1 7, light and material segmentation values are reduced by 5 - 8 8. ambient light, daylight screening 9. color mapping,.1.2 Zero point four One point two Map phase setting 1, global switch panel: open "reflection / refraction" and "smooth effect"" 2. Image Sampler: adaptive Quasi Monte carlo". 3, open "antialiasing filter", select "Mitchell-Netravali"" 4. Irradiance map: preset [[]], model subdivision 50, interpolation sampling 30 5 - - light buffer: subdivision 1000 6, RQMC Sampler: to adapt to the number of 0.8 noise threshold: 0.005 minimum sampling 15 Global Subdivision Multiplier: 1 7, light and material subdivision value can be increased by 20 - 50 1., light wood: diffuse: texture reflection: 35 gray light: 0.8 Matt wood: diffuse: texture reflection: 35 gray highlights: 0.8 gloss (blur): 0.85 2, mirror stainless steel: diffuse: Black reflection: 255 ash Sub stainless steel: diffuse: Black reflection: 200 gray gloss (blur): 0.8 Brushed stainless steel: diffuse: Black reflection: attenuation map (black part map), gloss (blur): 0.8 3. Pottery: diffuse: white reflection: 255 Fresnel 4, sub surface stone: diffuse: texture reflection: 100 gray high light: 0.5 gloss (blur): 0.85 bump mapping 5, polished tiles: 1. diffuse: Tile Map reflection: 255 high light: 0.8 gloss (blur): 0.98 Fresnel 2. diffuse: texture, reflection: attenuation, white change all day blue, blue light mode, reflection: 0.85, gloss: 0.85 3. ordinary floor tiles: diffuse: Tile Map reflection: 255 high light: 0.8 gloss (blur): 0.9 Fresnel 6, wood floor: 1. diffuse: Tile Map reflection: 70 gloss (blur): 0.9 bump mapping 2.: diffuse: tile, gap 0.01, black gray, tile configuration: wooden floor laying, bitmap, cancelled, Reflection: 70, gloss: 0.9, copy diffuse to bump mapping, bump bitmap cancel, color: white Diffuse tile - color change 0.2 7, clear glass: diffuse: gray reflection: 255 refraction 255, refractive index 1.5 Frosted glass: diffuse: gray reflection: 255 high light: 0.8 gloss (blur): 0.9 Refract 255 gloss (blur): 0.9 light refractive index 1.5 8, general cloth: diffuse: mapping, bump mapping Flannelette: diffuse: decay mapping, displacement mapping 9: Leather: diffuse: texture reflection: 50 high light: 0.6 gloss (blur): 0.8 bump mapping 10: water: diffuse: white reflection: 255 refraction: 255, refractive index 1.33, smoke color light blue Bump map: Bath wave 11 screen window: diffuse: color white refraction: attenuation, switching, check options first, refractive index 1.01, receive GI:2 12. material: silk cloth and cloth is somewhat similar to a diffuse attenuation, non Fresnel attenuation, the color can be the default. The others don't need to adjust the blending curve, right-click to Bessel, tune up, reflect 20--25, highlight 07, matte 08, diffuse to a bitmap Enter the sub directory of the map, and give its bitmap form a color correction with brightness -0 5110 Glass: reflect 185, reflect high light, 0.85 hook on the philippines...... Refract to near white Fog color is the color of glass, this value I usually set 254255255. This is Lanbo. If you don't have a color, you don't have to change the value. He defaults to white. Stainless steel: direct reflection into white, or light sky blue, give some high light, if you want to point The effect of grinding sand will be low reflection fuzzy values on it Remember, if your glass and stainless steel objects are not placed in an indoor environment (that is, in a separate or open environment), you must be here VRAYMTL is the VRAY standard material Diffuse: equal to the color of the object itself Reflection: excessive black and white, affected by the color is very small, the more black, the smaller the reflection, and the whiter the whiter, the greater the reflection. In the dark, all objects are black, because there is no light during the day, because of the light, the light from the sun by the three colors, light On the object, other colors are absorbed by the object, reflecting the color of the object itself, so we see the object. Refraction: transparent, translucent, and refracted: this object must be transparent when light passes through an object. Paper, plastic, candles and other objects under the irradiation of light, the part of the backlight will appear "translucent" phenomenon, that is translucent. Because the density of transparent objects is different, the light will deflect after being injected, which is refraction, such as chopsticks in water. The refractive index of objects with different densities is different. 1., wall paint diffuse 240 light map, in the light cache reflection 20-25 high light 0.25 Option to remove the first to increase the rendering speed, VR is double-sided display material, you can remove, subdivision 12-16 The top 2., the same as the wall, Subdivision 12-16 3. white paint, diffuse 255, reflection 25-30, high gloss 0.85-0.88, gloss 0.9, subdivision 16 4.HDRI light map, multiplier 1 sphere environment map, CTRL+C quick build camera. Diffuse a white color that can be yellowish to reflect the brightness of the leather between 20-45 (if it is red, you need to copy one to the first of the attenuation) Give an attenuation effect on the reflections, non Fresnel reflection. Highlight 0.6. Gloss 0.7. Between 0.6-0.75 5. carpet material: standard material diffuse to a texture of color, replacement to a carpet of material, 25, to a hair material, that is, with fluffy. Other do not adjust, VR hair between 8-15, tile parameter defaults to 1 instead of 2. 6. LCD TV: TV-1 plastic diffuse, a light blue color, high light reflection between 40--70, 0.9, 0.8 non gloss, Nie Er open, or would like a metal material. TV-2 black plastic, equivalent to sound, diffuse black, reflective 20, high gloss 0.6, gloss 0.7 TV-3 logo diffuse white, reflecting 20 high light, 0.8 gloss 0.9 TV-4 diffuse reflection 160-220 black screen, high gloss 0.98 0.9 non Fresnel light to give it a Lightmapped VR, 7. glass porcelain and metal material: Glass diffuse reflection before the blue, 180-220 (reflecting the higher, the better) (non Nie Er if not checked will be like the effect of high light steel) 0.88 1 16 240-250 sub gloss index. The refractive index in table 1.7 (the default line) opened the shadow effect (usually a transparent material are needed to open the smoke color (color) smoke here is the color of the glass, the color is more heavy, the color of glass is heavier. ) Porcelain, diffused before white (adjustable by itself) 180-220, reflection (reflecting the higher the better) than Nie Er (if not checked will be like the effect of high light steel) 0.88 gloss 0.9 segments 8 Black metal, diffuse reflection 180-220, high gloss 0.75 light 1 Mirrors are close to metal and have no gloss. Diffuse black. 8. varnish wood material: (shiny material) diffuse to a map, color can be default. Reflective 20--30 high gloss 0.85 gloss 1 subdivision 8 (matte material) diffuse to a texture, the color can be default. Reflection 45 high gloss 0.85 gloss 0.9 subdivision 8 Wood flooring material: shiny wood flooring and frosted wood like, diffuse to a map, the color can be default. Reflective 20--30 high gloss 0.85 gloss 1 subdivision 8 Matte wood flooring and frosted wood like, diffuse to a map, color can be default. Reflection 45 high gloss 0.85 gloss 0.85 subdivision 8 Nine Ordinary fabric material: diffuse to a map, the color can be default. The rest doesn't need to be adjusted, and the bump gives the same texture, Suitable for sofa, bed linen, 10. material: Velvet cloth edge microstrip to a diffuse light, attenuation, non Fresnel attenuation, the color can be the default. The other doesn't need to be adjusted, the bump gives a same texture, and the foreground gives a lint map, The blending curve, right-click on Bessel, lights up, enters the sub directory of the map, and gives its bitmap to a color correction with brightness of 05110 (which gives you a more realistic effect)
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