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1、maya渲染设置 2 (Maya render settings 2)节 1.07 九、渲染选项插件格式国际货币基金组织 (如果使用一个的插件渲染成玛雅不支持的图片格 式),在插件格式区键入插件名。预渲染MEL后渲染梅尔在渲染每一帧之前(预渲染(MEL或之后后呈现命令或脚本执行一 条梅尔梅尔)。注意在这里输入脚本名称时不能带。 梅尔的扩展名。 否则系统会提示 错误。环境雾环境雾建立一个环境雾结点。环境雾(一种体积材质)用于模拟空气中精细 的微粒引起的现象(如雾、烟和灰尘) 。这些微料影响大气及处于大 气之中的物体的外观。详见软件手册渲染分册材质部分的环境雾一 节。在岗位上应用雾将雾的渲染作为一

2、个后续过程当本参数处于选中状态时, 你可以设置 后雾模糊。阴影服从灯光由有链接的灯光投射阴影。开关选项。 处于选中状态时, 只有与一个表面建立了链接关系的投射 阴影灯光才给该表面投射阴影。 如果处于关闭状态, 所有的阴影投射灯光都对所有表面物体投射阴影, 即使表面与灯光之间没有建立链接关系默认状态为上。使深度图开关选项。 处于选中状态时, 玛雅给所有打开深度阴影映射的灯光建立深度阴影映射。 如果处于关闭状态, 玛雅不渲染深度映射阴影参数 的默认状态为选中状态使深度图。默认灯光点击检查框关闭默认灯光。详细内容参考软件手册有关内容。忽略了电影的大门开关选项。处于选中状态时,玛雅只渲染分辨率门中能见

3、的部分。如果关闭,玛雅只渲染胶片指示器(拍门)中可见的部分,此框以外的 部分渲染成黑色。 如何在交互方式中查看胶片指示器中所见范围。 参考软件手册中”摄像机的设置(相机设置)”和”胶片指示器(电影 门两部分默认状态为选中状态)”。剪辑最后的阴影颜色开关选项。 处于选中状态时, 渲染完成后的图片中所有的颜色值保持 在 0 到 1 之间。这可以保证整个图片中没有曝光过度的部分。 如果关 闭,渲染出的图片中颜色值可能会大于默认状态为处于选中状态 1。 伽玛校正,伽玛校正 在渲染完成后会对渲染图片进行颜色校正, 颜色校正按下面的公式计算其默认值为 1复合合成开关选项。 处于选中状态时, 玛雅在渲染物体

4、时不针对背景作反走样 处理。例如,一个处于物体边缘的像素不会与背景的颜色进行混合 (在 TIFF格式中,玛雅生成不相关的 a通道)。如果关闭此选项,玛雅 针对背景进行反走样处理。非选中状态为默认值。复合阈值当复合处于选中状态时, 此参数用于控制边缘反走样的程度。 如果你 的图片将用于游戏,同时你使用的是 8位或 16位颜色,设置复合阈 值值为 1 就可获得光滑、无锯齿的物体边缘默认设置为 0。节 1.08 十、内存和性能选项内存和性能选项部分的参数帮助你优化渲染过程加快渲染速度。镶嵌帮助管理玛雅如何处理表面的镶嵌信息。使用文件缓存将几何体的信息保存在一个缓存文件中, 这样可以减少保存几何体信

5、息所占用的内存量。优化实例 开关选项。处于选中状态时,如果场景中包含几个同样的表面(例如 关联复制表面或独立创建的相同表面) ,玛雅只对其中的一个进行镶 嵌处理,以节省时间和磁盘空间。默认状态为选中状态。利用镶嵌开关选项。 处于选中状态时, 玛雅每一帧都将镶嵌的信息临时保存在 硬盘上。这对于包含深度映射阴影的场景非常有用。例如,在渲染的 过程中玛雅在生成一盏灯的深度映射时对这些表面进行镶嵌处理 (并 保存在硬盘上),This information can be used again when rendering the depth map of another light in the re

6、ndering of this frame. (when the next frame is rendered, Maya will delete the information and recalculate it.). The default state is selected.Use Displacement Bounding BoxWhen using deformable mappings, rendering will take a lot of time because Maya is going to insert all the deformed mapped surface

7、s and calculate their bounds before rendering. Whenyou open the Use Diaplacement Bounding Box option, Mayacalculates the limit frame ratio for all the mapped surfaces. This will speed up rendering. Close this option, and Maya pre - insert the surface of all texturing maps before rendering.Section 1.

8、09 RaytracingHelps control light and shadow tracking. For shadow tracking, see Raytracing Quality.Raytracing is a rendering type that calculates the path of a single light from the destination point (camera) to the start point (Guang Yuan). Light tracking takes a lot of time.Raytraced shadow is the

9、shadow produced during the tracking of light and shadow. In most cases, the Raytraced shadow can produce very good results, but to get the Raytraced shadow, the entire scene must be tracked by light and shadow, which usually takes a lot of time.Raytraced shadows are used only to create very few shad

10、ows that cannot be generated with depth maps(such as color transparent surfaces, projected shadows).Avoid blurring shadows with Raytraced shadows. It can take a lot of time to produce high quality fuzzy boundary shadows by means of light shadow tracking. (by using the depth mapping projection method

11、, a good blur boundary shadow can be obtained).Recursion DepthThe number of iterations of shadow tracking in rendering. For complex scenes, this can take 2 to 3. For simple scenes, this value is 1. The default value is 2.Leaf PrimitivesDetermine the maximumnumber of triangles in each of the three pi

12、xel points before entering the next iteration. The default value is 200.Subdivision PowerThe growth index of the triangle in a three-dimensional pixel point is calculated to calculate howmany3D pixels are needed to achieve the required number of iterations. The default value is 0.2500, which applies

13、 to most scenes. This can be slightly improved for very complex parts of an extremely complex scene or scene.Section 1.10 Multi-ProcessingIn the rendering window, you can use multithreading to render interactively. It provides the sameexecution process as batch rendering. The number of CPUfor intera

14、ctive rendering and IPR rendering can be set by the user. Mayasaves the parameters you set with the scene.Use all available CPUsThe default state, all CPU is available. If this option is turned off, the slider for the following option is available.Number, of, CPUs, to, useThe slider for this paramet

15、er can be dragged from 1 to 8, but if necessary, this value can be reached by keyboard input to 256. Enter 0 or turn on the select switch, and all CPU can be used for interactive rendering.Section 1.11Section 1.12, eleven, IPR, OptionsControl what elements are included in IPR rendering.Render, Shadi

16、ng, Lighting, and, GlowIPR rendering includes shadows, lighting, and glow.Render Shadow MapsIPR contains depth mapped shadows.Render 2D Motion BlurIPR contains 2D motion blur.Section 1.13, twelve, Render, Layer/Pass, ControlEnable Render LayersTell the renderer to render only the layer that the rend

17、erable parameter opens. In interactive mode, open the renderable all the parameters of the layer are rendered into a separate file. In batch rendering mode, each layer is rendered to a file, the file name: camera _ file name_ layer name_ channel name.Ext.Enable Render Layer PassesSwitching options,

18、when opened, allow each layer rendering to be an independent process.Enable Global PassesThis option is available when Enable Render Layer Passes is closed. The rendering of the entire scene is a process.Output to SubdirectoriesPut the render files for each layer and / or channel in your own directo

19、ry. File name:./layerName/passName/camera_filename_layername_passname.extRender Pass management spreadsheetDepending on the rendering layer and process settings, this table can be used to control all the current render options.See Creating, and, displaying, Render, Layers. This is a way to control a

20、ll rendering layers and processes.You can select the rendering process for each layer (layer process), or all the objects in the scene select a particular path.Check the Enable, Render, Layer, Passes, or Enable Global Passes two options to display channel forms, Beauty, Color, Shadow, and other laye

21、rs.When the Enable Global Passes is checked and all layers are available, see below:BeautyAll components are rendered, which is the default option.ColorTheres only color in the picture, no shadows.ShadowGenerate only shadow portions of the picture without color information.In synthesis, the Color an

22、d Shadow components are similar to those of Beauty. The convenience is that you can modify the shading independently in the composite / drawing package.DiffuseRender only Diffuse components. The Diffuse component contains diffuse and environmental information, which is determined by color, transpare

23、ncy, and Diffuse Coeff (diffuse reflectance).SpecularOnly specular specular highlights. The calculation of specular highlights depends on the material of the object. The specular highlights of Phong, PhongE, Blinn, and Anisotropic are different. For example, Phong material specular high light calcul

24、ation using cosine index and specular specular color.Note: alpha does not include Specular Pass (channel mask).Creating and displaying rendering layersThe render layer lists all the objects that can be rendered so that you can quickly work and separate different rendering channels (which are useful

25、for later compositing). Once the rendering layer is created, you can set the rendering layer in the Render Layer/Pass Control section.Details about managing the render layer using Layer, Manager, and Relationship Editor are described in detail in the Using Maya:Essentials fascicle.To set up multiple

26、 layers in Render Layer/Pass Control, use the Render Pass management spreadsheet.Creating a rendering layer in Layer Manager:Layer Manager is located below Channel Box:1, 1, and from the drop-down menu, select Render.2, 2, select Layers Create Layer.Sets whether the render layer is Renderable:1, 1,

27、select a render layer from Layer Manager, and then select Layers Edit Selected Layer (s). The Edit Layer window displays the selected layer;2, 2, in this window, you can rename the layer (in the Namebox), click the check box to confirm whether the layer is Renderable, and then save the settings. A c

28、heck mark indicates that the layer will be rendered.If Renderbal is ticked offObjects that are not rendered in the render layer are notrendered in the samefile. Each layer is considered the content of another scene. To see what is contained in each render layer, use Relationship Editor (Window Relat

29、ionship, Render, Layers, Editors). The contents of the Relationship Editor are detailed in the Using Maya:Essentials fascicle.Whenperforming IPRipiIPR test rendering, all objects labeled as Renderable are rendered in Render View.In batch rendering mode, each layer is rendered as a separate file for

30、offline synthesis.Determines which channels in the rendering layer are rendered1, 1, select a layer in Layer Manager, and select Layers Layer Attributes. In Attribute Editor, select renderlayer display.2, in Render Pass Options, select the content to be rendered. The contents displayed in the Render

31、 View are marked in the window.3, if necessary, switching options can change the content to be rendered.Thirteen, Paint, Effects, Rendering, OptionsSection 1.14 on the rendering options for Paint EffectsInstructions on the use of Paint Tool and parameter selection are described in detail in Using Ma

32、yaainting. The following is only a description of the Paint Tool rendering options.Enable Stroke RenderingSwitch options, when selected, render the Paint Effect strokes in the scene. In the render, there is no stroke in the rendered scene. The default state for this option is selected.Only Render St

33、rokes only renders strokesSwitch options, when selected, render only the strokes in the scene. You might want to separate your strokes from the scene, render them, and then combine them with the scene. The contents of the stroke and scene composition are described in detail in the Using Mayaainting

34、section.Note: when you render only the stroke, you must specify a.Ifffile in the Read This Depth File (depth) region. This file may be empty. It does not have to have depth.Read This Depth FileTo render the rendered scene together with the Paint Effects stroke, specify a depth file and path for the scene to use. Do you want to use absolute path names (for example: /h/pearce/rainyday

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