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Vray渲染Rendering light bulb with VRay.docx

1、Vray渲染Rendering light bulb with VRayRendering light bulb with VRayOk, youve learned how to model a nice light bulb. But what if you need a nice, fast and visually appealing render? Well, again youve come to the right place. Lets learn how to setup simple HDRI lit studio scene and materials.Introduct

2、ionRight, in this tutorial I will not go into depth of either VRay render options or materials. But I will go through creating your own materials rather than downloading them from internet. So, lets say this one is for real ultimate beginners.:PFinal RenderSo for this tutorial, naturally, you will n

3、eed a model of a bulb. So, you should first read and complete Modeling light bulb tutorial and create yourself a model. Oh, youve done it already? No you actually just took the finished model from the tutorial? Ah well, it is up to you actually.If you havent already, download light bulb model here:F

4、inal modelOk, next step would be to set up your texture files. There is going to be some text written on the body of this bulb. So since I dont have this kind of bulb at home, and I dont know what is actually written on this one, I did some google searching and gathered some images. From Fresh2 webs

5、ite you can download some nice material like vector logo in .eps format and some images. And using some images from google I managed to recreate somewhat real looking textures. To save you some work, I will attach my finished textures here. You need one real texture that you will wrap around your mo

6、del, and another called mask. It is basically black and white version of an original texture which tells our VRay where it will be transparent and where not. So, white color is marking the transparency, and black non transparency.Texture imageMask imageSTEP 1Ok, now that we have all our material, we

7、 can actually start. You can delete all layers except “default”. Now using SelCrv select all curves and delete them. We dont need them anymore.Rotate the bulb 90 degrees counter clock-wise in front viewport and using Line (or PolyLine) command make one line:image 1Again, using Rotate command rotate

8、bulb from one line end to another as first reference point, and then using Ortho rotate so that line gets in a horizontal position. Then using Snap position it so the line is on the x axis like on the image 2:image 2Now, from the top viewport using SrfPt command create one surface. If you use Ortho

9、and STrack it can help you create equal sizes surface.image 3Using Rotate (click on the Copy option in command line so it copies when rotating) create a copy of that new surface. Copy in right viewport:image 4Using FilletSrf fillet the two surfaces with around 100-200 units as radius. It depends how

10、 big surface you created. Ok, now we have created some simple scene for our model.Next, we will start creating materials, but before that we need to set up couple of vray settings. Like output dimensions, you can set to 640480 or 800600 for testing purposes. In the Global Switches uncheck Batch rend

11、er so you can work inside Rhino while rendering. Otherwise Rhino is “blocked”. You can hit the Render just to see the test. It is always a smart thing to do, to hit the render just to see the changes youve made to either materials or vray options.image 5Ok, now, instead of GI we will use HDRI for ou

12、r scene illumination. To do so, go to Environment rollout and click on the small m next to GI (Skylight). A window will open, and there under Common, set the Type to Bitmap, and then on the right where it says Bitmap, File, browse for a HDRI map you have on your computer. If you dont have one, use t

13、his one.image 6If the scene is too bright or too dark you can adjust it using multiplier just under the Bitmap drop down menu where you put the HDRI map.STEP 2In this step we move on from simple scene setup to materials setup. What well need is one metal material, black shiny, white for the glass, a

14、nd one yellowish with texture for the body. And one plain white for the “floor” plane.So, lets start with simple one. Click on the M button in the Vray toolbar, and there you already have one default vray material. You can rename it into “plane”, and go to diffuse, and make it white. Now, select the

15、 plane surface, and in the material window right click on the material and click Apply material to object(s). After that you can lock “plane” layer so it doesnt get in your way.image 7Next, we will make a metal material. Or at least metal like material. So, go ahead and duplicate that material you a

16、lready have by right clicking on it and selecting duplicate. Rename it to “metal”. In the Diffuse, make the color RGB to 150,150,150. Then under Reflection right click and select add layer. Set reflection color to RGB 125,125,125, Highlight Glossiness to 0.8 and Reflection Glossiness also to 0.8. Yo

17、u can increase the Subdivs to say 16 or 20, otherwise the reflections will be full of monochromatic dots, and it wont look nice. Increasing Subdivs increases render time significantly. Under map for Reflection there is already Fresnel, but we need to change Fresnel IOR to 10. You can lower the Subdi

18、vs now to 8. That is about it for the metal material:image 8Now, we need one glossy black material. Duplicate the metal material and make some changes. Set the diffuse color to black, and in the Reflection map set the Fresnel IOR back to 1.55.image 9Well move on to the glass material. Duplicate the

19、black material and rename to “glass”. Change the diffuse color to white. Under the reflection, in the Fresnel IOR set 2.5. In the Refraction add one layer. Set the Transparency color to white, IOR to 1, Glossiness to 0.2. Check the Translucent option, and set the Fog color to RGB 240,240,240, and ch

20、eck Affect Shadows. Under Options rollout uncheck Double-Sided. Hit the render to see if you got something like on the image 10 below:image 10Ok, the last material has needs some texture mapping. Duplicate “black” material, and rename to “body+texture”. Now, under the diffuse layers, go ahead and cr

21、eate one more. So you have two diffuse layers. First one will be texture with alpha mask, and the other one will be color. Lets first set the Reflection settings. Set the reflection color to white, Highlight Glossiness to 0.75 (you can leave 0.8 too it is not that obvious change), Reflection Glossin

22、ess to 1. Go and click on the M in the reflection, and set the Fresnel IOR to 2 and Refract IOR to 1. Now, go back to the Diffuse1 layer and se the color to RGB 240,240,225.Now, we will set up Diffuse layer for the textures. In the Transparency color set to white. Now, in the Color, click on the sma

23、ll “m” and set Type to bitmap. Click on the “m” in the File and browse for the “TEST1.jpg” image I attached earlier. Uncheck Tile, and in the Map Channel set to 2. Apply. Now, for the transparency map do the same. Click on the “m”, set type to bitmap, browse for the “TEST1_mask.jpg” and uncheck Tile

24、 and set Map Channel to 2.image 11Lets set the mapping to the object. So the object we want to map to is our bulb body. Select it, and go to Properties, and under drop down menu there select Texture Mapping. Check on the Show Advanced UI.image 12Click on the Add button, and then Edit. Now you can ch

25、ange the Map Channel to 2 like we set it on the material earlier. Set the projection to Cylindrical and hit the Show Mapping se we can manipulate that map cylinder.Now we got some really weird looking cylinder (the dotted lines represent the map cylinder). Now, under Size part of mapping rollout the

26、re is one button called Size to objects. Now the cylinder is the exact size we need. We just need to rotate it.image 13So do the rotation from front viewport, and make it fit the bulb body (move it if needed:image 14Now go back to Texture Mapping properties, and under size set x=10, y=10, z=4.5. Move it a little so it fits the body again:image 15So, this is it. You should end with this:Final render

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