[heixing原创教程]fr-mtd 修改,建筑材质cutout,物理天空……打造四处漏风的小房子:)

[heixing原创教程]fr-mtd 修改,建筑材质cutout,物理天空……打造四处漏风的小房子:)

http://bbs.hxsd.com.cn/showthread.php?p=10142572#post10142572

本教程本不面向 finalrender 初学者, max9格式
对多边形建模水平有一定要求。

fr-mtd修改是cebas finalrender stage-1 R2 版本的一个组成功能,

这里介绍此方法,对仅作为局部特殊效果的一种选择。

名词解释:mtd 缩写 微三角面置换
(finalrender的独有绝技,但是fr-mtd 修改器,其实已经开发兼容包括扫描线在内的多种渲染器。)

一个渲染通道图的插件,做效果图的朋友可能用得上(转帖)

一个渲染通道图的插件,做效果图的朋友可能用得上(转帖) —-将材质转换成单纯色彩———–  http://bbs.hxsd.com.cn/showthread.php?p=10145231#post10145231

 因为工作原因,很长时间没顾上来火星论坛了,这次翻看帖子,发现偶去年发的一个“搭屋子”的小脚本一直还有些朋友在关注和鼓励,在下深感荣幸。当然也有不少朋友认为那个插件适用范围比较窄,跟大部分专业人员的作图习惯不太相同,或者说对专业人员没多大用处。好吧,今天偶就再翻出来一个渲染通道的小插件献给大家,这次可是给专业人员使的哦,希望对大家有点用处。另外偶的主要意思是想说明,max的脚本语言有其实用价值,如果常用max干活的话,有必要硬着头皮学一点,可能会为自己的工作提高点效率,减少一些枯燥的重复劳动。

  做效果图,渲颜色通道就是件乏味的事,没什么创造性,还挺麻烦,所以偶就编了这个插件,鼠标点几下就OK了,效率提高n倍。

Autodesk_3ds_Max_2014_Win_64bit_dlm和谐版本下载

百度公开链接

http://pan.baidu.com/s/1jfBAm

max2014

下载文件为isz格式 —iso的压缩格式, 可以由UltraISO(点此下载) 在win8.1中加载为新的光盘并安装.

以Autodesk 3dsmax 2014安装光盘由原始的 6.61 GB的文件到最后文件3.43 GB, 由isublog专制, 利于网友传播收藏.

 

继续阅读Autodesk_3ds_Max_2014_Win_64bit_dlm和谐版本下载

扬帆出海-《夜曲》2007(Vray)

扬帆出海-《夜曲》2007(Vray)

 http://bbs.hxsd.com.cn/showthread.php?t=9611130

一张好的商业图,首先讲的是时间效率和整体效果,满足了这两个前提,用什么样的软件达到目的,都是殊途同归
最主要是,在做一张图的时候,每一个环节,自己对它的处理手法要胸有成竹,一些角落可以用MAX解决,一些角落可以用PS来解决,自己要把握好,就可以了。
——————————一、室内效果图布光流程:————————
1.明确画面影调关系
影像色调在图片中有两种含义:一是指图片的基调;二是指景物在图片上的深浅。通常来说,指的是图片基调而言。图片的基调通常概括为三种:即高调、中间调和低调。
高调图片能给人轻盈、纯洁、优美、明快、清秀、宁静、淡雅和舒畅之类的感觉,常适宜于表现明朗秀丽的风光、浅色的静物、动物等。
低调图片能给人神秘、肃穆、忧郁、储蓄、深沉、稳重、粗豪、倔强之类的感觉。
中间调图片之中,对比强烈的(反差大)往往给人一种生气、力量、兴奋之感;对比平淡的(反差小),往往给人一种凄凉、压抑、朴素之感。
在我们做一张作品的时候,首先要确定内容,然后决定形式。在形式与内容的关系上,起决定作用的是内容而不形式。这就要求我们在运用色调这一构图因素时,首先要考虑准备做的对象是否适宜采用高调和或低调。
2.明确画面表达主体
在大多数人的心目中,构图仅仅关系到画面框架区内各种线条、形状以及明暗区域的选择、安排和布置。在彩色图片中,除了以上这些值得关心的问题以外,还需加上色彩的选择以及不同色彩在画面中的位置。因此,你所获得的最终图像,与其说是某一主体的影像,倒不如说是各种图案和色彩的有机结合。
构图不仅仅是对各种被摄体、线条、形状以及色彩的布置,而且还包括其他所有能影响影像最终效果及感染力的全部要素,比如主体与背景之间的大小关系、景深范围、某些吸引注意力的因素的添加或干扰因素的删除等。
3.明确画面视觉落点
倘若画幅并不是预先决定而可以予以改变,那么在影像评估的全部过程中都应该对通过画幅的转换来改进影像效果的种种可能性保持一种开放的心态。画面上某些干拢性的或不必要的因素的删除(尤其是背景区域),往往可以通过画幅的转换来实现,这也许正是这一转换过程的主要优点。改变影像的形状,可以去掉多余的空间,使主体在画幅中占据更好的位置,或消除干扰因素,从而使影像的视觉效果获得强化。
4.明确光源的主次关系

5.根据画面效果,添加光源,以增加主体物体效果
画面中有些物体是重点表现对象,在场景中所以主导地位,因此最后打光时应该对其进行细致的处理是,即给关键对像的细节做局部布光。

二、布光的流程:
2-1.1 检查模型是否规范
模型最好符合这样的原则:除了窗口,其他几个面保持为封闭面。
检查模型这一步看似可有可无一般,但是我想强调的一点是,你不会只是面对你自己建的模型,碰上渲染别人的模型的机会很多。而在看模型规范的过程中就已经开始在做光影效果的分析了。小场景需要如此,碰上大场景更是需要如此。希望初学的朋友们能养成这么一个好的习惯。

2-2.1 布置主光源。
很多人在看到模型有窗口,有阳台,就下意识的把主光定为室外光。一开始就在阳台处打一个VR面光。如果是做白天效果,这是正确的做法。但是做晚上效果呢?这是一个用餐空间,它的功能决定了空间的光线效果必须是明亮的。也就是说,其室内光的照明度必须能满足家居空间的功能使用。而在一个家里面,卧室,主卧卫生间或是相连的书房等属于私密空间,其灯光效果的设计可以个性化些,气氛的表达可以更强烈些。但是在公共空间区域,尽可能保持比较中性的效果,不宜太过于标新立异。
主光源如何定。需要根据表现主体和最终视觉落点来定,也就是说要根据画面的构图来定。
那么这里的表现主体和视觉落点是餐桌组合。因为它是最能象征空间使用功能的标志性符号。
那么,把主光源定为餐桌上的吊灯。

……详情看原帖 http://bbs.hxsd.com.cn/showthread.php?t=9611130

结尾语:

出图的暗。有利于PS中出好效果,因为我不是做相片级的特写。
如果一味追求渲染达到成图效果往往会很累.因为很难完全掌握光能的传输时间,多跑了会灰,少跑了光能不够,在取决这种时间的话,往往会相对要求出图效果稍暗一点,在PS加强效果会更直接,过亮的话,在PS里是很难调节暗的层次,在弥补白色的高光时,白色顶或墙面稍稍带一丝蓝色,会更有利的

而PS这块。因为时间关系,日后再专门出一个PS教程了。

fR建筑材质-Texture Map Control

Texture Map Control
Many of the parameters described above can also be controlled by a texture map. The methods and functions are identical to any other material you know from 3ds Max.

之前陈述的所有可能贴图部分的总览控制,

所采用的方法和数值含义和max其它默认材质的操作方式雷同。

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http://isublog.com

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fR建筑材质-Fast Glossy Interpolation

Fast Glossy Interpolation
快速光滑差值计算

Interpolation grid density – lets you define the density of original shading points taken to calculate the glossy effect. A value of 1/5th means a less detailed blur and 2x means more detailed.
差值平均密度 -定义差值运算的密度。密度低速度快,2X意味着使用了高于实际密度的采样。

Reflective interpolation
反射部分
Neighbouring Points to Look up – defines the amount of original shading points to use for interpolating the blurry effect.

临近点参考,定义反射模糊效果中使用的临近点的数量。

High Detail Distance – when checked, it allows you to control where to use the fast blurry interpolation and where to use brute force blurry calculations. The distance value is set in real world units. As interpolation always brings the danger of artifacts, additional functions are added to finalRender to help in preventing unwanted side effects. Check out the samples below that show the artifacts that can show up when the Fast Interpolation function is used without the High Details Distance function. As you can see in the samples below, nearby objects (the contact region on the floor) are much cleaner than without the function.
高细节侦测-勾选后,可控制在一定范围内使用有益于细节的运算方式,避免由于过度优化而产生的一些不良的副作用。采用真实尺寸的距离值。如图例,采用此选项后,避免了一些错误。(在保证速度的基础上)

Single Sample from Environment – check this option to avoid shooting multiple rays to sample the environment to create a blurry rendering effect. It is a good idea to blur the environment map to simulate the blurriness of a reflection.
单独环境样本-勾选后将避免多光线从环境采样。它采用模糊环境的方式来模拟反射模糊。

Refractive Interpolation
折射差值
Neighbouring Points to look up – defines the amount of original shading points to use for interpolating the blurry effect.
临近点参考,定义模糊折射效果中使用的临近点的数量。


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http://isublog.com

fr 3drenderer QQ群39575412

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fR建筑材质-Advanced Rendering Options Rollout Menu

Advanced Rendering Options Rollout Menu
高级渲染控制卷
The parameters and options found in this menu, allow the user to fine tune and optimize material rendering effects to the best possible output while keeping the render times low.
★★★这里的参数和设置,允许用户调节材质效果,以在一定时间内得到尽可能好的渲染输出效果。★★★

Reflections Group of Controls
反射控制
Max Distance – used to limit reflections to a certain distance, which is perfect to speed up rendering by avoiding to shade distant objects
反射最大距离 - 限定反射范围,通过排除此距离外场景的反射计算加速渲染。

Fade to end color – check this option to make the reflections fade to this specified color. By default, reflections fade to the environment color. Setting this color to a specific value comes in handy when rendering interior scenes.
消隐色-勾选后,反射会逐渐消隐为指定色,默认为max环境色(贴图)。
在室内渲染中建议自定义为场景中主色调,以控制效果。

Max Trace Depth – is used as cut off value to define when to stop tracing reflective rays. If this number of bounces is reached the material behaves as if the Highlights+GI Only switch is on, so no more rays will be shot or followed and only the GI result and highlights will be created from this point on.
最大弹射深度次数-当反射的弹射从材质开始,达到所限定的次数之后,材质效果就表现为只有高光和GI开关打开时候的‘简化状态’。将不会有更多射线从这里继续进行采样。

Cutoff Threshold — sets the intensity value at which reflections are no longer traced or used. The higher this value the more reflection rays are not used or followed on.
界定容限
表示不再参与弹射的反射光强度范围。超出这个比例值的反射光将被废止。

Refraction Group of Controls
折射控制
Max Distance – used to limit refraction to a certain distance, which is perfect to speed up rendering by avoiding to shade distant objects
最大距离-把折射限定在一定距离内,通过排除模型限定距离之外的场景折射加速。

Color at Max Distance – When on, the material simulates physically correct absorption. At the distance specified by Max Distance, the refracted image has the color given by Color At Max Distance, but the rays are not limited in reach. At twice the distance, the influence of Color At Max Distance is double, at half the distance half, etc.
最大吸收距离颜色-打开后,材质会以此颜色模拟吸收色,此影响伴随全程。

When off, transparency rays simply fade to black. This is like smoked glass and other highly absorbent materials. Transparency just stops at the specified distance. This has the same performance advantage as using the Max Distance for reflections: Tracing shorter rays is much faster.
关闭时,透过光直接消退为黑色。就如同烟色玻璃或者其它强吸收特性的材质。透明截止于此距离。和折射距离限制相同,也是通过缩短作用距离来加速渲染。

Max Trace Depth – is used as cut off value to define when to stop tracing reflective rays. If this number of bounces is reached the material refracts black

Cutoff Threshold — sets the intensity value at which refractions are no longer traced or used. The higher this value the more reflection rays are not used or followed on.

Advanced Reflectivity Group of Controls
高级反射控制栏
Visible area lights cause no Highlights – check this option to disable the Highlights created by area lights. This option is useful when the “light mesh” is turned on. Usually the reflected mesh of the area light will create the highlight, then.

禁止可见的面光源产生高光-在面光源打开时候很有效控制其产生高光。

Skip reflections on inside (except total internal reflection) – this option is meant as a time saver, as it assumes that inside reflections are usually not that prominent in a rendering. Total internal reflections however, will be still handled physically correct.

禁止内部反射 (除完全纯粹内反射之外)这个设置用于内反射不作为主要效果的场景。纯粹的内反射仍然依照物理规律。

Advanced Transparency Options Group of Controls
高级透明控制栏
The options give you control over some of the deepest details of the Arch & Design material. 这些选项允许你控制材质中最细微的部分。

Glass/Translucency treat objects as… – 玻璃,透明体被视为……
Solid – assumes that the meshes are modeled like volumes (a real thickness) were a ray can enter on one side and exit on the other.
实心固体。
Thin Walled – is used whenever the objects are only one face thick and do not represent a real volume were a ray enters and exits at a certain distance.
薄片……

When Caustics are enabled, transparent objects: –
当焦散被激活,透明物体……
Refract light and generate Caustic effects – use this option to create physically accurate shadow and light effects with transparent objects. The shadow brightness is controlled by the refraction and caustic effect. A good knowledge of caustic effects and rendering with lights is needed to get this effect look accurate.
发生折射,继续计算焦散发生的影响(用于真实物理效果)

Use Transparent Shadows – when checked, caustic light effects are turned off for this material and shadows are rendered in a “normal” fake way where the transparency depends on the color and opacity of the material.
只产生透明光影——不产生焦散,只视为一个有色的透明物体。

Back Face Culling – check this option to render this material as single sided by default finalRender materials are double sided.
忽略去除背部……

Transparency propagates Alpha channel – sets the transparency method to be used for the alpha channel information in the background. When enabled, the alpha information for transparent objects are created properly.
alpha通道vs透明——打开后,透明方式将以材质中alpha通道贴图为基准

Indirect Illumination Options Group of Controls
间接光控制
GI multiplier – sets the strength for the indirect illumination effects in a rendering for this material.
设置间接光线对当前材质的影响程度。


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http://isublog.com

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fR建筑材质-Special Effects Rollout Menu

Special Effects Rollout Menu
Ambient Occlusion Group of Controls

Ambient Occlusion – check this option to enable the Ambient Occlusion rendering for this material.
AO 开关
什么是AO,它如何工作?
直译:环境遮蔽。简略的打和比方,AO是和我们通常采用‘光渲染’截然相反的一种算法,就如同通常我们‘为了节省墨水’,而在白纸上用黑笔画画。
而不是反过来。
于是素描的过程就变成了用笔在纸张上面进行‘遮蔽’的过程。
AO在多种渲染器中有所应用……。

Samples – defines the amount of sample rays that will be sent. The more rays sent the smoother the final result will be, keep in mind that more rays also means more computations and this will lead to a much longer render time.
采样-定义用于遮蔽的射线数量,数量多,效果细腻,时间会更长。

Max. Distance – is set in real world units and it defines the length of the ray to “search” for an object or occlusion. If an object (or a self-intersection) is not found within the Max. Distance range the environment color is chosen. When this value is set to 0 the ray is of unlimited length.

最大距离-采用真实世界中的尺寸定义‘射线从出发点搜寻另一个物体(或者另一个遮蔽射线)’的距离。
如果射线没有找到另一个物体(包括此物体自身另外部分),此射线将在所定义最大距离关闭(逐渐淡化为环境色)。 此值为0时,代表遮蔽射线长度无限。

Shadow Color – defines the color that should be used when the ray hits an object and is fully occluded. By default a black color will be used. Any other color or any shader input can be used to control this color value of the node.
阴影色(遮蔽射线的颜色)-完全遮蔽时候的颜色,也就是射线起点的颜色(一般为拐角等‘全黑的位置’)。默认是黑色。可以加载任何颜色或者材质。

Ambient Color – sets the color that should be used by the samples hitting the background (non occluded rays). By default, this color is set to white. Intermediate values (environment color and occlusion color) will be created if some rays hit the background and some hit an object . This value can also be set to use the background color (environment color) of 3ds Max.
环境色:环境的色彩,默认是白色(一张白纸)。
可以同步设置为max自身环境。

Round Corners Group of Controls
圆角控制(简化建模的福音)
This rendering effect creates soft and smooth rounded edges on objects originally modeled with hard edges. It works best with meshes that are modeled with “real” hard edges, to smooth out most “hard” corners you should make sure that edges are really edges and are either created by modeling or true intersections.
将真实世界里面几乎不可能存在的锐利边缘,也从max中抹去。(采用真实尺寸)

Round Corners – when checked, sharp edges are rendered as rounded and smooth edges.
圆角设置,设置圆角的半径。

Fillet Radius – lets you define Specifies the radius of the filleted corners and/or edges.
倒角半径,定义倒角的半径。


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http://isublog.com

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fR建筑材质-BRDF Rollout Menu

BRDF Rollout Menu finalRender Stage-1 supports through its fR-Architecture material a reflectance model called bidirectional reflectance distribution function. It implements an effect that is known as Fresnel Effect (pronounced “frenel” – the “s” is silent). This visual effect is based on the observations that the amount of reflectance you see on a surface depends on the viewing angle. By turning on this checkbox, you alter how the reflections in the material are created as shown below. 双向反射分布功能(BRDF)。一个用于定义物体表面的光谱和空间反射特性的功能。又名-毕奥定向反射分配函数(BRDF)的使用来表示一表面的反射属性。一个函数定义一个表面的光谱和空间反射属性。 Remember that when Fresnel is turned on, the strength of the reflection will increase as the angle of the object’s surface becomes greater to the viewing angle. 此选项打开,反射强度将随视线和物体表面夹角的增大而增强。(如现实中所呈现,夹角范围0°~90°) NOTE: This checkbox is also linked to the Refraction group of control’s Fresnel checkbox as well, and when one is off, they both are turned off. 注意:这里的选项和折射面板里的菲涅耳fresnel选项关联,同步开关。 The Fresnel Effect was first documented by the French physicist Augustin-Jean Fresnel in the 18th century, who advanced the wave theory of light through a study of how light was transmitted and propagated by different objects. (关于菲涅耳他老人家及其理论的简介) By IOR (fresnel reflections) – uses a fixed reflection curve based on the angle of view and its strength is controlled by the material’s index of refraction. 依照折射率(菲涅耳反射)使用一个依据观察角度计算的反射折射,其数值大小依据物质折射率。 Custom Reflectivity Function – check this option, to specify a custom curve for the reflection strength based on the angle of view. 手动调节反射效果-勾选将指定用户自定义曲线来调节反射。 0 deg. refl. – sets the reflectivity strength for surfaces directly facing the viewer (or incident ray). 0° 设置和视角同角度的反射,或者随机产生的光线。 90 deg. refl. – controls the reflectivity of surfaces perpendicular to the viewer. 90°反射 控制与视线垂直的表面的反射。 Curve shape – is used to define the falloff of the BRDF curve. 曲线弧度 - 通常被用作定义BRDF的效应消散范围。 Note: The custom curve, can easily be used to create metallic effects or wet looking materials. 手动调节能容易的创建出细腻金属质感和表面潮湿效果的材质。

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