Vray渲染Rendering light bulb with VRay.docx

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Vray渲染Rendering light bulb with VRay.docx

Vray渲染RenderinglightbulbwithVRay

RenderinglightbulbwithVRay

Ok,you’velearnedhowtomodelanicelightbulb.Butwhatifyouneedanice,fastandvisuallyappealingrender?

Well,againyou’vecometotherightplace.LetslearnhowtosetupsimpleHDRIlitstudiosceneandmaterials.

Introduction

Right,inthistutorialIwillnotgointodepthofeitherVRayrenderoptionsormaterials.ButIwillgothroughcreatingyourownmaterialsratherthandownloadingthemfrominternet.So,letssaythisoneisforrealultimatebeginners.:

P

FinalRender

Soforthistutorial,naturally,youwillneedamodelofabulb.So,youshouldfirstreadandcompleteModelinglightbulbtutorialandcreateyourselfamodel.Oh,you’vedoneitalready?

Noyouactuallyjusttookthefinishedmodelfromthetutorial?

Ahwell,itisuptoyouactually.

Ifyouhaven’talready,downloadlightbulbmodelhere:

Finalmodel

Ok,nextstepwouldbetosetupyourtexturefiles.Thereisgoingtobesometextwrittenonthebodyofthisbulb.SosinceIdon’thavethiskindofbulbathome,andIdon’tknowwhatisactuallywrittenonthisone,Ididsomegooglesearchingandgatheredsomeimages.FromFresh2websiteyoucandownloadsomenicemateriallikevectorlogoin.epsformatandsomeimages.AndusingsomeimagesfromgoogleImanagedtorecreatesomewhatreallookingtextures.Tosaveyousomework,Iwillattachmyfinishedtextureshere.Youneedonerealtexturethatyouwillwraparoundyourmodel,andanothercalledmask.ItisbasicallyblackandwhiteversionofanoriginaltexturewhichtellsourVRaywhereitwillbetransparentandwherenot.So,whitecolorismarkingthetransparency,andblacknontransparency.

Textureimage

Maskimage

STEP1

Ok,nowthatwehaveallourmaterial,wecanactuallystart.Youcandeletealllayersexcept“default”.NowusingSelCrvselectallcurvesanddeletethem.Wedon’tneedthemanymore.

Rotatethebulb90degreescounterclock-wiseinfrontviewportandusingLine(orPolyLine)commandmakeoneline:

image1

Again,usingRotatecommandrotatebulbfromonelineendtoanotherasfirstreferencepoint,andthenusingOrthorotatesothatlinegetsinahorizontalposition.ThenusingSnappositionitsothelineisonthexaxislikeontheimage2:

image2

Now,fromthetopviewportusingSrfPtcommandcreateonesurface.IfyouuseOrthoandSTrackitcanhelpyoucreateequalsizessurface.

image3

UsingRotate(clickontheCopyoptionincommandlinesoitcopieswhenrotating)createacopyofthatnewsurface.Copyinrightviewport:

image4

UsingFilletSrffilletthetwosurfaceswitharound100-200unitsasradius.Itdependshowbigsurfaceyoucreated.Ok,nowwehavecreatedsomesimplesceneforourmodel.

Next,wewillstartcreatingmaterials,butbeforethatweneedtosetupcoupleofvraysettings.Likeoutputdimensions,youcansetto640×480or800×600fortestingpurposes.IntheGlobalSwitchesuncheckBatchrendersoyoucanworkinsideRhinowhilerendering.OtherwiseRhinois“blocked”.YoucanhittheRenderjusttoseethetest.Itisalwaysasmartthingtodo,tohittherenderjusttoseethechangesyou’vemadetoeithermaterialsorvrayoptions.

image5

Ok,now,insteadofGIwewilluseHDRIforoursceneillumination.Todoso,gotoEnvironmentrolloutandclickonthesmallmnexttoGI(Skylight).Awindowwillopen,andthereunderCommon,settheTypetoBitmap,andthenontherightwhereitsaysBitmap,File,browseforaHDRImapyouhaveonyourcomputer.Ifyoudon’thaveone,usethisone.

image6

IfthesceneistoobrightortoodarkyoucanadjustitusingmultiplierjustundertheBitmapdropdownmenuwhereyouputtheHDRImap.

STEP2

Inthisstepwemoveonfromsimplescenesetuptomaterialssetup.Whatwe’llneedisonemetalmaterial,blackshiny,whitefortheglass,andoneyellowishwithtextureforthebody.Andoneplainwhiteforthe“floor”plane.

So,letsstartwithsimpleone.ClickontheMbuttonintheVraytoolbar,andthereyoualreadyhaveonedefaultvraymaterial.Youcanrenameitinto“plane”,andgotodiffuse,andmakeitwhite.Now,selecttheplanesurface,andinthematerialwindowrightclickonthematerialandclickApplymaterialtoobject(s).Afterthatyoucanlock“plane”layersoitdoesn’tgetinyourway.

image7

Next, wewillmakeametalmaterial.Oratleastmetallikematerial.So,goaheadandduplicatethatmaterialyoualreadyhavebyrightclickingonitandselectingduplicate.Renameitto“metal”.IntheDiffuse,makethecolorRGBto150,150,150.ThenunderReflectionrightclickandselectaddlayer.SetreflectioncolortoRGB125,125,125,HighlightGlossinessto0.8andReflectionGlossinessalsoto0.8.YoucanincreasetheSubdivstosay16or20,otherwisethereflectionswillbefullofmonochromaticdots,anditwon’tlooknice.IncreasingSubdivsincreasesrendertimesignificantly.UndermapforReflectionthereisalreadyFresnel,butweneedtochangeFresnelIORto10.YoucanlowertheSubdivsnowto8.Thatisaboutitforthemetalmaterial:

image8

Now,weneedoneglossyblackmaterial.Duplicatethemetalmaterialandmakesomechanges.Setthediffusecolortoblack,andintheReflectionmapsettheFresnelIORbackto1.55.

image9

We’llmoveontotheglassmaterial.Duplicatetheblackmaterialandrenameto“glass”.Changethediffusecolortowhite.Underthereflection,intheFresnelIORset2.5.IntheRefractionaddonelayer.SettheTransparencycolortowhite,IORto1,Glossinessto0.2.ChecktheTranslucentoption,andsettheFogcolortoRGB240,240,240,andcheckAffectShadows.UnderOptionsrolloutuncheckDouble-Sided.Hittherendertoseeifyougotsomethinglikeontheimage10below:

image10

Ok,thelastmaterialhasneedssometexturemapping.Duplicate“black”material,andrenameto“body+texture”.Now,underthediffuselayers,goaheadandcreateonemore.Soyouhavetwodiffuselayers.Firstonewillbetexturewithalphamask,andtheotheronewillbecolor.LetsfirstsettheReflectionsettings.Setthereflectioncolortowhite,HighlightGlossinessto0.75(youcanleave0.8tooitisnotthatobviouschange),ReflectionGlossinessto1.GoandclickontheMinthereflection,andsettheFresnelIORto2andRefractIORto1.Now,gobacktotheDiffuse1layerandsethecolortoRGB240,240,225.

Now,wewillsetupDiffuselayerforthetextures.IntheTransparencycolorsettowhite.Now,intheColor,clickonthesmall“m”andsetTypetobitmap.Clickonthe“m”intheFileandbrowseforthe“TEST1.jpg”imageIattachedearlier.UncheckTile,andintheMapChannelsetto2.Apply.Now,forthetransparencymapdothesame.Clickonthe“m”,settypetobitmap,browseforthe“TEST1_mask.jpg”anduncheckTileandsetMapChannelto2.

image11

Letssetthemappingtotheobject.Sotheobjectwewanttomaptoisourbulbbody.Selectit,andgotoProperties,andunderdropdownmenuthereselectTextureMapping.CheckontheShowAdvancedUI.

image12

ClickontheAddbutton,andthenEdit.NowyoucanchangetheMapChannelto2likewesetitonthematerialearlier.SettheprojectiontoCylindricalandhittheShowMappingsewecanmanipulatethatmapcylinder.

Nowwegotsomereallyweirdlookingcylinder(thedottedlinesrepresentthemapcylinder).Now,underSizepartofmappingrolloutthereisonebuttoncalledSizetoobjects.Nowthecylinderistheexactsizeweneed.Wejustneedtorotateit.

image13

Sodotherotationfromfrontviewport,andmakeitfitthebulbbody(moveitifneeded:

image14

NowgobacktoTextureMappingproperties,andundersizesetx=10,y=10,z=4.5.Moveitalittlesoitfitsthebodyagain:

image15

So,thisisit.Youshouldendwiththis:

Finalrender

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