本帖最后由 Jessesn 于 2017-5-7 17:26 编辑
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关于secondary ray bias
有时它对有相互交叉的模型很有用处,如果不使用二次光线偏移,光线就会在两两相交的地方产生黑色斑块,为避免这种情况就可以使用二次光线偏移设置.
(Sometimes it is useful to model intersecting objects. If no bias is used, than Vray marks the intersection black. To avoid this
black artifact it helps to set a secondary ray bias and a bias in the shadow properties of all lights.)
对相交物体模型,二次光线偏移设置与否的对比.
![](http://bbs.rhino3d.asia/data/attachment/forum/month_0809/20080905_171497561afc34cb5a13Udoj8RiMdIJC.jpg)
多层材质-------示例
多层贴图示例(框架外围线为物体面积大小)
(Example of a material with textured layers (the line around the mirror show the rhino geometrie))
PS:大家讨论一下作者为什么要在中间加个反射贴图层.俺不太明白是啥意思.
基于图像照明
(Image Based Lighting)
VFR的贴图编辑器能支持HDRI图像作为GI照明或场景背景
(The V-Ray for Rhino texture editor can be used to load high dynamic range images (HDRI) as GI and Background maps of your scene environment.
The HDRI image will be used to illuminate the geometry in your scene. )
原文件与HDRI文件下载链接: http://pan.baidu.com/s/1kVohBaJ 密码: 2ugf
PS:原教程的原文件下载连接失效,本文件是我自己制作,仅作为参考用.
步骤:
- In the V-Ray for Rhino RenderOptions > EnvironmentSettings, select the "m" button to use a map instead of a floating point color.
- In the V-Ray for Rhino Texture Editor, in the Common section, set the map type as Bitmap.
- Under the Bitmap section, choose "m" and locate the alt55.hdr file.
- Select Environment mapping type from the UVW section. Choose the Mirror_Ball mapping type for this HDR image.
- Use the Multiplier to control the amount of light being transmitted by the HDR image. In this case we set it to 1.5.
- Follow steps 2-5 for setting the reflection map.
以下是我制作的场景文件渲染示例
![](http://bbs.rhino3d.asia/data/attachment/forum/month_0809/20080905_0e480dd83d8109c736e5J1GvjQNkrCDS.jpg)
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