最全草图大师vray20渲染器中英对照及各种材质参数设置Word格式文档下载.docx
- 文档编号:6459829
- 上传时间:2023-05-06
- 格式:DOCX
- 页数:13
- 大小:300.34KB
最全草图大师vray20渲染器中英对照及各种材质参数设置Word格式文档下载.docx
《最全草图大师vray20渲染器中英对照及各种材质参数设置Word格式文档下载.docx》由会员分享,可在线阅读,更多相关《最全草图大师vray20渲染器中英对照及各种材质参数设置Word格式文档下载.docx(13页珍藏版)》请在冰点文库上搜索。
maxdepth:
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)
maxtransp.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)
filltermaps:
勾选则使用VR自身抗锯齿进行过滤。
不勾选则以原始图像渲染。
filtermapsforGi:
Glossyeffects:
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.
overridematerials:
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)
overridecolor覆盖颜色
uninvertednormalbump
assettransfer
System(系统设置)
RaycasterParams(光线追踪参数)
MaxDepth(最大深度)60MinLeaf(最小树叶)0
Face/Level(面/级)2MemLimit(限制)400
DistributedRendering(分布式渲染设置)
DistributedRendering(分布式渲染)Settings(设置)
RegionDivision(区域分割)Width(宽)48Height(高)48
Means(方法):
RegionW/H(区域宽/高)▲
Sequence(排序):
Triangulation(三角剖分)▲
ReverseSequence(区域排序)
Camera(照相机设置)
Cameratype(相机类型)
Type(类型):
Standard(标准)▲
Height(高度)400Delta(深度)2
OverrideFOV(视野)45AutoFitCurve(自动适合曲线)1
PhysicalCamera(物理照相机)On(开)
Stillcamera(静止照相机)▲
OverrideFocalLength(焦距)40
Shutterspeed(快门速度)125FilmWidth(宽)36Distortion(矢真)0
Shutterangle(快门角度)180Zoom(焦距缩放)1Lensshift(焦距移动)0
Shutteroffset(快门位移)0F-number(焦距比数)11Whitebalance(白平衡)
Latency(潜伏)0Filmspeed(ISO)(感光度)125
Exposure(曝光)Vignetting(渐晕)
DepthofField(景深)On(开)
Basicparams基本参数
Aperture(光圈)0.1Sides(段数)5Rotation(旋转)0
CenterBias(中心偏移)0Anisotropy(各向异性)0Subdivs(细分)6
OverrideFocalDist.(焦距)200
Bokeneffects但影响
MotionBlur(运动模糊)On(开)
Duration(持续时间)1IntervalCenter(间隔中心)0.5Subdivs(细分)6
Bias(偏移)0Geometrysamples(几何结构采样)2
Environment(环境设置)
GI(Skylight)(全局光照(天空光))1MReflection(反射)1m
Background(背景)1MRefraction(折射)1m
ImageSampler(图像采样设置)
ImageSampler(图像采样)
FixedRate(固定细分)■
Subdivs(细分)1
AdaptiveQMC(自适应准蒙特卡罗)■
MinSubdivs(最小细分)1MaxSubdivs(最大细分)16
AdaptiveSubdivision(自适应细分)■
MinRate(最小比率)-1MaxRate(最大比率)2Threshold(极限值)0.1Normaks(法线)0.1
Antialiasingfilter(边缘抗齿锯过滤)
On(开)Area(面积):
Size(大小)1.5▲
DMCSampler(准蒙特卡罗采样设置)
AdaptiveAmount(自适应数量)1MinSamples(最小采样值)8
NoiseThreshold(噪波极限值)0.01SubdivMult(细分倍增)1
PathSampler(路径采样器):
RandomizedHalton(使随机化)▲
ColorMapping(颜色映射设置)
Multiplier(倍增)1
BurnValue(曝光值)0.8AffectBackground(影响背景)
ClampOutput(加强输出)Sub-pixel(子像素贴图)
VFBChannels(VFB通道设置)
VFBChannels(VFB通道):
Atmosphere(空气)▲Diffuse(漫反射)Shadow(阴影)Lighting(照明)GI(全局光照)Caustics(散焦)RawGI(RAW全局光照)
RawShadow(RAW阴影)Z-Depth(Z轴深度)Normals(法向)Background(背景)
Displacement(置换)EdgeLength(pix)(边界长度)4MaxSubdivs(最大细分)256Amount(数量)1Relativetobbox(相对边界盒)View-Dependent(依靠视图)TightBounds(紧密跳跃`)
VFBchannels(Thisoptionallowsyoutorenderseparateelementsoftheimage)该选项允许您呈现图像的单独元素
V-RayFrameBuffer(VFB)
RegionRender:
ThisoptionallowsyoutorenderaregionofthesceneintheV-RayFrameBuffer.
HowtousetheV-RayFrameBuffer:
ClickontheRegionRendericonlocatedintheV-RayFramebuffer,thenmakeawindowselectionontherenderarea.
VFBChannel:
Thisoptionallowsyoutorenderseparateelementsoftheimage.
HowtousetheVFBChannel:
Youcanenablethechannelsbyclickingoncetohighlightthem.Intheimagetotheright,thebluehighlightedchannelsareenabledandthewhitechannelsaredisabled.
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)
OutputSize(导出大小)
OverrideViewport(替代视窗)
Width(宽)320640x480/1024x768/1600x1200
Height(高)240800x600/1280x960/2048x1536
ImageAspect(图像比率)1.3333LPixelAspect(像素)1L
RenderOutput(渲染导出)Savefile(保存文件)
V-RayRawImageFile(VRay专用RAW格式图像文件)
RendertoVRImage(渲染到VRay图像)
Animation(动画)On(开)
FrameRate(框架率)NTSC/PAL/Film(电影)/Custom(自定义)FPS(帧)30
IndirectIllumination(间接照明设置)
GI(全局光照)On(开)ReflectCaustics(反射)RefractCaustics(折射)
Post-Processing(布置数据处理)Saturation(饱和度)1ContrastBase(基本对比度)0.5Contrast(对比度)1Savemapsperframe(保存每帖贴图)
PrimaryEngine(首次反弹)Multiplier(倍增)1QuasiMonte-Carlo(准蒙特卡罗算法)■▲
SecondaryEngine(二次反弹)Multiplier(倍增)1LightCache(灯光缓冲)■▲
Quasi-MonteCarloGI(准蒙特卡罗全局光照设置)■
QMCGI(准蒙特卡罗全局光照)Subdivs(细分)8SecondaryBounces(二次反弹)3
IrradianceMap(发光贴图)■
BasicParameters(基本参数)
MinRate(最小比率)-3MaxRate(最大比率)0ColorThreshold(色彩极限值)0.3HSph.Subdivs(半球细分)50Samples(采样)20NormalThreshold(法线极限值)0.1DistanceThreshold(距离极限值)0.1
BasicOptions(基本选项)ShowCalculationPhase(显示计算相位)
ShowSamples(显示采样点)ShowDirectLight(存储直接灯光)
Detailenhancement(细节增强)On(开)
Scale(比例):
Screen(屏幕)▲Radius(半径)60Subdivmult(细分倍增)
AdvancedOptions(高级选项)
InterpolationType(插值类型):
LeastSquaresFit(最小平方适应)▲
SampleLookupType(采样查找类型):
DensityBased(基于密度)▲
CalcSamples(计算采样)15Multipass(多重预计算)
RandomizeSamples(随机采样)CheckSampleVisibility(检查样本可见性)
Mode(方式)SingleFrame(单帧)Incrementaladdtocurrentmap(添加方式增加到当前贴图)BucketMode(块模式)FromFile(来自文件)
CurrentMap(当前贴图)Save(保存)Reset(清除)
PostRender(渲染后)Don'
tDelete(不删除)AutoSave(自动保存)
LightCache(灯光缓冲设置)■
CalculationParameters(计算参数)
Subdivs(细分)1000Scale(比例):
Screen(屏幕)▲
SampleSize(采样大小)0.02Num.Phases(进程数量)4
StoreDirectLight(存储直接灯光)ShowCalc.Phase(显示计算相位)
Adaptive(自适应)ReconstructionParameters(重建参数)
Pre-filter(预滤器)10UseForGlossyRays(使用灯光缓冲光滑光线)
Filter(过滤):
Nearest(接近)▲Interp.Samples(插补采样)5
Mode(方式)SingleFrame(单帧)FlyThrough(通过)PathTracing(路径跟踪)FromFile(来自文件)CurrentMap(当前贴图)Save(保存)Reset(清除)PostRender(渲染后)Don'
Caustics焦散线
orotheruses,see
Caustic(disambiguation).
Causticsproducedbyaglassofwater
In
optics,a
caustic
or
causticnetwork[1]
isthe
envelope
of
lightrays
reflected
refracted
byacurvedsurfaceorobject,orthe
projection
ofthatenvelopeofraysonanothersurface.[2]
Thecausticisacurveorsurfacetowhicheachofthelightraysis
tangent,definingaboundaryofanenvelopeofraysasacurveofconcentratedlight.[2]
Therefore,intheadjacentimage,thecausticscanbethepatchesoflightortheirbrightedges.Theseshapesoftenhave
cuspsingularities.
Nephroid
causticatbottomofteacup
Causticsmadebythesurfaceofwater
Contents
[hide]
∙1Explanation
∙2Computergraphics
∙3Causticengineering
∙4Seealso
∙5References
∙6Furtherreading
Explanation[edit]
Concentrationoflight,especially
sunlight,canburn.Theword
caustic,infact,comesfromtheGreekκαυστός,burnt,viatheLatin
causticus,burning.Acommonsituationwherecausticsarevisibleiswhenlightshinesonadrinkingglass.Theglasscastsashadow,butalsoproducesacurvedregionofbrightlight.Inidealcircumstances(includingperfectlyparallelrays,asiffromapointsourceatinfinity),a
nephroid-shapedpatchoflightcanbeproduced.[3]
Ripplingcausticsarecommonlyformedwhenlightshinesthroughwavesonabodyofwater.
Anotherfamiliarcausticisthe
rainbow.[4][5]
Scatteringoflightbyraindropscausesdifferent
wavelengths
oflighttoberefractedintoarcsofdifferingradius,producingthebow.
Computergraphics[edit]
Acomputer-generatedimageofawineglass
raytraced
with
photonmapping
tosimulatecaustics
Incomputergraphics,mostmodern
renderingsystems
supportcaustics.Someofthemevensupportvolumetriccaustics.Thisisaccomplishedby
raytracing
thepossiblepathsofalightbeam,accountingfortherefractionandreflection.
Photonmapping
isoneimplementationofthis.Volumetriccausticscanalsobeachievedby
volumetricpathtracing.Somecomputergraphicsystemsworkby"
forwardraytracing"
whereinphotonsaremodeledascomingfromalightsourceandbouncingaroundtheenvironmentaccordingtorules.Causticsareformedintheregionswheresufficientphotonsstrikeasurfacecausingittobebrighterthantheaverageareainthescene.“Backwardraytracing”worksinthereversemannerbeginningatthesurfaceanddeterminingifthereisadirectpathtothelightsource.[6]
Someexamplesof3Dray-tracedcausticscanbefound
here.
Thefocusofmostcomputergraphicssystemsisaestheticsratherthanphysicalaccuracy.Thisisespeciallytruewhenitcomestoreal-timegraphicsincomputergames[7]
wheregenericpre-calculatedtextures
aremostlyusedinsteadofphysicallycorrectcalculations.
Causticengineering[edit]
Researchershavefoundthattheycanmakeuseofcausticstocreateadesiredimagebyshapingtransparentmaterialinaparticularway.Asurfaceofapaneloftransparentmaterial(e.g.
acrylicglass)canbeshapedsuchthatthepanelrefractslightinaspecificwaytoformthechosenimagewheneverthepanelisheldataparticularanglebetweenalightsourceandawhitewall.[8][9]
Seealso[edit]
WikimediaCommonshasmediarelatedto
Custic(optics).
∙
Computergraphicsportal
∙Focus(optics)
∙Circleofconfusion
∙Caustic(mathematics)
References[edit]
1.Jumpup^
LynchDKandLivingstonW(2001).ColorandLightinNature.CambridgeUniversityPress.
ISBN978-0-521-77504-5.Chapter3.16Thecausticnetwork,
Googlebookspreview
2.^
Jumpupto:
a
b
Weinstein,LevAlbertovich(1969).
OpenResonatorsandOpenWaveguides.Boulder,Colorado:
TheGolemPress.
3.Jumpup^
CircleCatacaustic.Wolfram
MathWorld.Retrieved2009-07-17.
4.Jumpup^
Rainbowcaustics
5.Jumpup^
Causticfringes
6.Jumpup^
7.Jumpup^
http:
//www.dualheights.se/caustics/caustics-water-texturing-using-unity3d.shtml
8.Jumpup^
Choreographinglight:
- 配套讲稿:
如PPT文件的首页显示word图标,表示该PPT已包含配套word讲稿。双击word图标可打开word文档。
- 特殊限制:
部分文档作品中含有的国旗、国徽等图片,仅作为作品整体效果示例展示,禁止商用。设计者仅对作品中独创性部分享有著作权。
- 关 键 词:
- 草图 大师 vray20 渲染 中英对照 各种 材质 参数设置