Vray渲染Rendering light bulb with VRay.docx
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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