Traditional Culture Encyclopedia - Photography major - Rendering common sense foundation
Rendering common sense foundation
In 3D, the color channel (VR renderer) in rendering is basically generated in each renderings. It is a bit troublesome to do it by traditional methods.
We are forced to find a better way. 3d *** ax8 does not provide these shortcut functions, nor does 3d *** ax9.
So many people still use the traditional method to adjust the materials one by one. In fact, there are some shortcuts besides the traditional methods.
Look at the following methods. (Based on using VR renderer) Use the material effect channel. Each material has a material effect channel, as shown in the following figure: In this way, a color channel map with the same size will pop up immediately after each shading-the desired color of the effect channel is the same, and it is not necessary to adjust or save it as it is. Just close the element directly when not in use.
(Disadvantages: limited channels and dark color maps. ) Use the object ID number in 3d *** ax, and the ID of each object defaults to 0, which can be changed in the properties, as shown in the following figure. This number is not limited, and you can also choose to change it together. After setting, you can also add the rendering element "vrayobjectid" in the rendering settings, as shown below. Another method is to add a rendering element: VrayWireColor, as shown below. Some people have separately extracted the tools for rendering channels.
The last method is to use scripts. Before using this script, you'd better save a MAX file: Run the script: * * * There are 16 material channels available (I don't know if you can set more, experts will point out). By default, the effect channel of all materials is 0. When adjusting the material, we can set the effect channel of the material to 1, 2, 3&etc. Hellihelli to distinguish, if the material is greater than 16, there must be duplication (shortcomings). After setting, you can add "vraymtlid" in the "Rendering Elements" of the pollution setting panel, as shown below.
2. How to quickly get started with the rendering operation of keyshot4?
1, first import the 3D model you want to render, set the direction, whether it fits the ground, etc.
Be careful not to have a Chinese path, otherwise it cannot be imported. 2. After importing, attach the corresponding materials to each part of the model, click Library, then select a material and drag it to the corresponding position of the model.
3. There is another way to add materials to the model, that is, double-click the relevant part of the model and select the corresponding material 4. Sometimes you just want to render a part, but other parts are also changing in contrast. At this time, you just need to right-click and unlink the material. 5. When you feel that all the materials have been added to a satisfactory level, then you should adjust the lighting, click on the project, environment and click Edit.
6, choose the needle, add, put the lamp in the right position, of course, the light can not be too much, nor too little, usually a main light, several auxiliary lights to render. 7. When you feel that adjusting the lighting is enough, click Render. If you want the alpha channel, generally choose the file format as tiff (or it can be), and click Render 8. Generally speaking, the rendered images are in the rendering directory of your installation directory.
9. Find some shortcut keys and skills, which are also necessary skills for rendering. There are also material parameters and so on.
3. What is the concept of rendering?
Rendering English is called Render, and some people call it coloring, but I am more used to shadow coloring and rendering.
Because the words "rendering" and "shading" are completely different concepts in 3D software, although their functions are similar, they are different. Shade is a display scheme, which generally appears in the main window of 3D software. Like the wireframe of 3D model, it plays an auxiliary role in observing the model.
Obviously, the coloring mode makes it easier for us to understand the structure of the model than the wireframe mode, but this is just a simple display, which is called shading in digital images. In advanced 3D software like Maya, you can also use Shade to display simple lighting effects, shadow effect and surface texture effect. Of course, high-quality coloring effects need the support of professional 3D graphics cards, which can accelerate and optimize the display of 3D graphics.
However, no matter how optimized, the displayed three-dimensional graphics can not be turned into high-quality images. At this time, because Shade adopts a real-time display technology, due to the speed limitation of hardware, it is impossible to feedback the ray tracing effects such as reflection and refraction in the scene in real time. In practical work, we often output models or scenes as image files, video signals or movie films, which have to go through rendering programs.
Shade window provides a very intuitive and real-time basic surface coloring effect. According to the hardware's ability, it can also display texture map, light source influence and even shadow effect, but all this is rough, especially without hardware support, its display will even be unreasonable and disorderly. The rendering effect is different. It is calculated according to a complete set of programs. The influence of hardware on it is only a matter of speed, and will not change the rendering result. What affects the result is to see what program it is based on, such as ray tracing or ray transmission.
The basic process of rendering is to first locate the camera in the three-dimensional scene, just like real photography. Generally speaking, 3D software has provided four default cameras, that is, four main windows in the software, which are divided into top view, front view, side view and perspective view.
Most of the time, we render perspective views, not other views. The perspective camera basically follows the principle of real camera, so the result we see will be as three-dimensional as the real three-dimensional world. Next, in order to reflect the sense of space, the renderer should do some "special" work, that is, decide which objects are in front, which objects are behind and which objects are blocked.
The sense of space cannot be perfectly reproduced only by the occlusion of objects. Many beginners only pay attention to the shaping of three-dimensional sense, but ignore the sense of space. We should know that the sense of space is closely related to the attenuation of light source, environmental fog and depth of field effect.
After the rendering program obtains the range to be rendered through the camera, it needs to calculate the influence of the light source on the object, which is the same as the real world. Many 3D softwares have default light sources, otherwise we can't see the coloring effect in perspective, let alone rendering.
So the rendering program is to calculate the influence of each light source we add to the scene on the object. Different from the light sources in the real world, rendering programs often have to calculate a large number of auxiliary light sources.
In the scene, some light sources will illuminate all objects, while some light sources only illuminate one object, which makes the original simple things complicated again. After that, do you use depth mapping shadow or ray tracing shadow? This usually depends on whether transparent objects are used in the scene to calculate the shadow cast by the light source.
In addition, after using the surface light source, the rendering program has to calculate a special kind of shadow-soft shadow (only ray tracing can be used). If the light source in the scene uses light source special effects, the rendering program will also spend more system resources to calculate the results of special effects, especially the volume light, which is also commonly known as light fog, will take up several generations of system resources, so it must be paid attention to when using it. After that, the rendering program will also calculate the color of the surface of the object according to the material of the object. Different types of materials, different attributes and different textures will produce various effects.
And this result does not exist independently, it must be combined with the light source mentioned above. If there are particle systems in the scene, such as flames and smoke, the renderer should "consider" them.
4. What foundation does a game animator need?
Game animators should not only master the principles and laws of animation movement, but also make the characters produced by the model mapping post move, so as to give life to the characters, not just move. Whether it is human, monster or elf, different characters can give them actions with different personality characteristics, making the whole game world more real.
Game animation designers, online game production and animation production are becoming fast-growing industries in China. People in this industry earn a lot of money. At present, there are only 8,000 professional game animation engineers in China, and the market demand is at least 654.38+0.5 million.
Fundamentals of game development: game architecture design and planning
Game design/planning elements, player psychological analysis, game planning document writing method, game development related technology introduction, game operation environment analysis in management games, game promotion strategy, development management and cost control, operation and maintenance management, customer service, management games development foundation-introduction to art design of art games, pixel map making, game props making, 3ds max7.0 and online games (C++). The interface introduces the basics of game development-introduction of program game programming language, introduction of game development process, artistic demand of game, analysis of mobile game molding project, introduction of online game script, game animation design, game modeling and colorful game props sketch, sketch geometry, plaster head, plaster human body, sketch, colorful sketch of game props, game weapons, game gems, game costumes, game role creation, game scene and role game flowers creation, and auxiliary building creation. Main building creation, map editor realization, role (male and female), monster and bird design and production game animation and special effect action theory, cs action realization (7 sets), bone setting, special effect realization game 3D project practice original painting copying, scene realization, role realization, special effect realization, map editing, etc.
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