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1、Global Switches(全局光照开关设置)Geometry:几何体 通用的参数Displacement:置换(勾选后使用VR自带的置换,到不会影响MAX自带的置换,不勾选VR的置换将不起作用。一般会选择勾选)Force back face culling:强制背面消隐 (如勾选渲染时不显示模型的背面,一般很少会勾选) lighting:灯光lights:灯光(灯光的总开关,不包括默认灯光,一般勾选)default lights:默认灯光(一般在布置灯光是取消勾选)hidden light:隐藏灯光(勾选会渲染隐藏的灯光,一般勾选)shadows:阴影(为还原真实的物理现象,一般会勾选)
2、show GI only:只显示GImaterials:材质reflection、refraction:反射、折射(反射跟折射的总开关,取消所有物体的反射和折射都会消失)max depth:最大深度(指控制材质反射和折射的最大反弹次数,数值越高,渲染越慢。一般是在材质球进行单独调节,不会在此进行统一的控制)max transp.levels:控制透明材质被光线追踪最大深度。值越高被光线追踪就会越深,效果会越好,但渲染相对会越慢tansp.cutoff:控制VR对透明板材质光线追踪的终止值.保持默认即可maps:贴图(取消勾选在渲染时看不到贴图,一般选择勾选)fillter maps:勾选则使用
3、VR自身抗锯齿进行过滤。不勾选则以原始图像渲染。filter maps for Gi:Glossy effects:是否打开模糊效果,如不勾选场景里所有反射和折射将没有模糊效果.一般默认勾选.override materials:代替材质(勾选后可以在旁边的按钮加入一种材质,此材质代替场景里所有的材质.有利在测试灯光时提高渲染速度)override color 覆盖颜色uninverted normal bumpasset transferSystem(系统设置)Raycaster Params(光线追踪参数) Max Depth(最大深度)60 Min Leaf(最小树叶)0Face/Lev
4、el(面/级)2 Mem Limit(限制)400Distributed Rendering(分布式渲染设置)Distributed Rendering(分布式渲染) Settings(设置)Region Division(区域分割) Width(宽)48 Height(高)48Means(方法):Region W/H(区域 宽/高)Sequence(排序):Triangulation(三角剖分)Reverse Sequence(区域排序)Camera(照相机设置)Camera type(相机类型)Type(类型):Standard(标准)Height(高度)400 Delta(深度)2 Ov
5、erride FOV(视野)45 Auto Fit Curve(自动适合曲线)1Physical Camera(物理照相机) On(开)Type(类型):Still camera(静止照相机)Override Focal Length(焦距)40Shutter speed(快门速度)125 Film Width(宽)36 Distortion(矢真)0Shutter angle(快门角度)180 Zoom(焦距缩放)1 Lens shift(焦距移动)0Shutter offset(快门位移)0 F-number(焦距比数)11 White balance(白平衡)Latency(潜伏)0 F
6、ilm speed (ISO)(感光度)125 Exposure(曝光) Vignetting(渐晕)Depth of Field(景深) On(开)Basic params基本参数Aperture(光圈)0.1 Sides(段数)5 Rotation(旋转)0Center Bias(中心偏移)0 Anisotropy(各向异性)0 Subdivs(细分)6Override Focal Dist.(焦距)200Boken effects但影响Motion Blur(运动模糊) On(开)Duration(持续时间)1 Interval Center(间隔中心)0.5 Subdivs(细分)6B
7、ias(偏移)0 Geometry samples(几何结构采样)2Environment(环境设置)GI (Skylight)(全局光照(天空光)1 M Reflection(反射)1 mBackground(背景)1 M Refraction(折射)1 mImage Sampler(图像采样设置)Image Sampler(图像采样)Fixed Rate(固定细分)Subdivs(细分)1 Adaptive QMC(自适应准蒙特卡罗)Min Subdivs(最小细分)1 Max Subdivs(最大细分)16Adaptive Subdivision(自适应细分)Min Rate(最小比率)
8、-1 Max Rate(最大比率)2 Threshold(极限值)0.1 Normaks(法线)0.1Antialiasing filter(边缘抗齿锯过滤)On(开) Area(面积):Size(大小)1.5DMC Sampler(准蒙特卡罗采样设置)Adaptive Amount(自适应数量)1 Min Samples(最小采样值)8Noise Threshold(噪波极限值)0.01 Subdiv Mult(细分倍增)1Path Sampler(路径采样器):Randomized Halton(使随机化)Color Mapping(颜色映射设置)Multiplier(倍增)1 Burn
9、Value(曝光值)0.8 Affect Background(影响背景)Clamp Output(加强输出) Sub-pixel(子像素贴图)VFB Channels(VFB通道设置)VFB Channels(VFB通道):Atmosphere(空气) Diffuse(漫反射) Shadow(阴影)Lighting(照明) GI(全局光照) Caustics(散焦) Raw GI(RAW全局光照)Raw Shadow(RAW阴影) Z-Depth(Z轴深度) Normals(法向) Background(背景)Displacement(置换)Edge Length(pix)(边界长度)4 M
10、ax Subdivs(最大细分)256 Amount(数量)1Relative to bbox(相对边界盒) View-Dependent(依靠视图) Tight Bounds(紧密跳跃)VFB channels (This option allows you to render separate elements of the image) 该选项允许您呈现图像的单独元素V-Ray Frame Buffer (VFB)Region Render:This option allows you to render a region of the scene in the V-Ray Frame
11、Buffer.How to use the V-Ray Frame Buffer:Click on the Region Render icon located in the V-Ray Frame buffer, then make a window selection on the render area.VFB Channel:This option allows you to render separate elements of the image.How to use the VFB Channel:You can enable the channels by clicking o
12、nce to highlight them. In the image to the right, the blue highlighted channels are enabled and the white channels are disabled.如何使用之后的渠道:您可以通过单击一次来激活通道,以突出显示它们。在右边的图像中,蓝色高亮显示的通道是启用的,而白色通道是禁用的。Output(导出设置)Output Size(导出大小)Override Viewport(替代视窗)Width(宽) 320 640x480 / 1024x768 / 1600x1200Height(高)240
13、 800x600 / 1280x960 / 2048x1536Image Aspect(图像比率)1.3333 L Pixel Aspect(像素)1 LRender Output(渲染导出) Save file(保存文件)V-Ray Raw Image File(VRay专用RAW格式图像文件)Render to VRImage(渲染到VRay图像)Animation(动画) On(开)Frame Rate(框架率) NTSC / PAL / Film(电影)/ Custom(自定义) FPS(帧)30Environment(环境设置)GI (Skylight)(全局光照(天空光)1 M R
14、eflection(反射)1 mBackground(背景)1 M Refraction(折射)1 mIndirect Illumination(间接照明设置)GI(全局光照) On(开) Reflect Caustics(反射) Refract Caustics(折射)Post-Processing(布置数据处理) Saturation(饱和度)1 Contrast Base(基本对比度)0.5 Contrast(对比度)1 Save maps per frame(保存每帖贴图)Primary Engine(首次反弹) Multiplier(倍增)1 Quasi Monte-Carlo(准蒙
15、特卡罗算法)Secondary Engine(二次反弹) Multiplier(倍增)1 Light Cache(灯光缓冲)Quasi-Monte Carlo GI(准蒙特卡罗全局光照设置)QMC GI(准蒙特卡罗全局光照) Subdivs(细分)8 Secondary Bounces(二次反弹)3Irradiance Map(发光贴图)Basic Parameters(基本参数)Min Rate(最小比率)-3 Max Rate(最大比率)0 Color Threshold(色彩极限值)0.3 HSph.Subdivs(半球细分)50 Samples(采样)20 Normal Thresho
16、ld(法线极限值)0.1 Distance Threshold(距离极限值)0.1Basic Options(基本选项) Show Calculation Phase(显示计算相位)Show Samples(显示采样点) Show Direct Light(存储直接灯光)Detail enhancement(细节增强) On(开) Scale(比例):Screen(屏幕) Radius(半径)60 Subdiv mult(细分倍增)Advanced Options(高级选项)Interpolation Type(插值类型):Least Squares Fit(最小平方适应)Sample Loo
17、kup Type(采样查找类型):Density Based(基于密度)Calc Samples(计算采样)15 Multipass(多重预计算) Randomize Samples(随机采样) Check Sample Visibility(检查样本可见性)Mode(方式) Single Frame(单帧) Incremental add to current map(添加方式增加到当前贴图) Bucket Mode(块模式) From File(来自文件)Current Map(当前贴图) Save(保存) Reset(清除)Post Render(渲染后) Dont Delete(不删除
18、) Auto Save(自动保存)Light Cache(灯光缓冲设置)Calculation Parameters(计算参数)Subdivs(细分)1000 Scale(比例):Screen(屏幕)Sample Size(采样大小)0.02 Num.Phases(进程数量)4Store Direct Light(存储直接灯光) Show Calc.Phase(显示计算相位) Adaptive(自适应) Reconstruction Parameters(重建参数)Pre-filter(预滤器)10 Use For Glossy Rays(使用灯光缓冲光滑光线)Filter(过滤):Neare
19、st(接近) Interp.Samples(插补采样)5 Mode(方式) Single Frame(单帧) Fly Through(通过) Path Tracing(路径跟踪) From File(来自文件) Current Map(当前贴图) Save(保存) Reset(清除) Post Render(渲染后) Dont Delete(不删除) Auto Save(自动保存)Caustics焦散线or other uses, seeCaustic (disambiguation).Caustics produced by a glass of waterInoptics, acausti
20、corcaustic network1is theenvelopeoflight raysreflectedorrefractedby a curved surface or object, or theprojectionof that envelope of rays on another surface.2The caustic is a curve or surface to which each of the light rays istangent, defining a boundary of an envelope of rays as a curve of concentra
21、ted light.2Therefore, in the adjacent image, the caustics can be the patches of light or their bright edges. These shapes often havecusp singularities.Nephroidcaustic at bottom of tea cupCaustics made by the surface of waterContentshide 1Explanation 2Computer graphics 3Caustic engineering 4See also
22、5References 6Further readingExplanationeditConcentration of light, especiallysunlight, can burn. The wordcaustic, in fact, comes from the Greek , burnt, via the Latincausticus, burning. A common situation where caustics are visible is when light shines on a drinking glass. The glass casts a shadow,
23、but also produces a curved region of bright light. In ideal circumstances (including perfectly parallel rays, as if from a point source at infinity), anephroid-shaped patch of light can be produced.3Rippling caustics are commonly formed when light shines through waves on a body of water.Another fami
24、liar caustic is therainbow.45Scattering of light by raindrops causes differentwavelengthsof light to be refracted into arcs of differing radius, producing the bow.Computer graphicseditA computer-generated image of a wine glassray tracedwithphoton mappingto simulate causticsIn computer graphics, most
25、 modernrendering systemssupport caustics. Some of them even support volumetric caustics. This is accomplished byraytracingthe possible paths of a light beam, accounting for the refraction and reflection.Photon mappingis one implementation of this. Volumetric caustics can also be achieved byvolumetri
26、c path tracing. Some computer graphic systems work by forward ray tracing wherein photons are modeled as coming from a light source and bouncing around the environment according to rules. Caustics are formed in the regions where sufficient photons strike a surface causing it to be brighter than the
27、average area in the scene. “Backward ray tracing” works in the reverse manner beginning at the surface and determining if there is a direct path to the light source.6Some examples of 3D ray-traced caustics can be foundhere.The focus of most computer graphics systems is aesthetics rather than physica
28、l accuracy. This is especially true when it comes to real-time graphics in computer games7where generic pre-calculatedtexturesare mostly used instead of physically correct calculations.Caustic engineeringeditResearchers have found that they can make use of caustics to create a desired image by shapi
29、ng transparent material in a particular way. A surface of a panel of transparent material (e.g.acrylic glass) can be shaped such that the panel refracts light in a specific way to form the chosen image whenever the panel is held at a particular angle between a light source and a white wall.89See als
30、oeditWikimedia Commons has media related toCustic (optics). Computer graphics portal Focus (optics) Circle of confusion Caustic (mathematics)Referencesedit1. Jump upLynch DK and Livingston W (2001). Color and Light in Nature. Cambridge University Press.ISBN 978-0-521-77504-5. Chapter 3.16 The caustic network,Google books preview2. Jump up to:abWeinstein, Lev Albertovich (1969).Open Resonators and Open Waveguides. Boulder, Colorado: The Golem Press.3. Jump upCircle Catacaustic. WolframMathWorld.
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