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Understanding Reflection and Refraction/了解反射和折射
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  • 发布时间:2012-8-3 22:46
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Understanding Reflection and Refraction/了解反射和折射
By Satya Reddy
作者:Satya Reddy
Software used/使用软件:
3ds Max
翻译by:yipinsucai.com

Hello, everybody! Here I'm going to show how to get reflection and refraction without having any anti-aliasing problems, using the Scanline Renderer in 3ds Max. I'm working in 3ds Max 2012, but the process is the same in all versions so let's get started.
大家好!在这里我将展示如何获得反射和折射而没有任何反锯齿问题,教程在3dsmax中使用扫描线渲染器。我用3dsMax 2012,但是这个过程是一样的,开始吧。
Create a basic cube, convert it into a poly and extrude the opposite faces in order to get a nice bar shape. Then chamfer the edges to smooth everything out; in my case I've used a setting of 16 (Fig.01).
创建一个基本的立方体,将其转换成poly,挤压面为了得到一个好的长条形状。然后倒角来平滑所有东西;在我的案例中,我已经使用了一个16段的倒角设置(图1)。

Fig.01
Press "6" to open Particle View. Create a flow with a Birth Event, Position Icon, Speed, Rotation, Shape Instance, Spin, Scale and Static Material (Fig.02). Then use the following settings:
按“6”打开粒子视图。创建一个粒子流,包括出生事件,位置图标、速度、自旋、形状实例、旋转、缩放和静态材质(图2)。然后使用以下设置:
? Birth Event: set Emit Stop and Emit Start to 0, and Amount to 60.
?出生事件:设置发射停止起始时间为0,到60为止。
? Position Icon: set Location to Volume and Select Distinct Points Only to 10.
?位置图标:设置位置为体积,选择Distinct Points为10。
? Speed: set a 300 var%0 and Directions to Random 3D.
速度:速度设置为300,随机设置为0%,方向设置为 Random 3D。
? Rotation: set Orientation Matrix to World Space, Width (X, Y, Z) to (70, 30, 180) and Divergence to 0.
?旋转:设置方向矩阵空间为世界坐标,宽度(X,Y,Z)(70,180)和散度为0。
? Shape Instance: in Particle Geometry Object select the bar we created just now.
?形状实例:在粒子几何对象选择我们刚才创建的长方体。
? Scale: set this to 100% var%0.
?缩放:这个设置100%随机0%。
? Spin: set Spin Rate to 180, Variations to 45 and Spin Axis to Random 3D.
?自转:自转速度为180度,变化45度,自转轴设置为Random 3D。
? Scale: type Relative First and set Scale Factor (X, Y, Z) to (98, 98, 98). Also set Scale Variations (X, Y, Z) to (116,116,116).
?缩放:类型设置为Relative,设置缩放值(X,Y,Z)(98、98、98)。还设置尺度变化(X,Y,Z)(116116116)。
? Material Static: as we didn't create anything specific, put in some basic material for testing the scene.
?静态材质:我们没有创造任何特别的,只用一些基本的材质用于测试场景。
? Display Event: set Type to Geometry.
?显示事件:设置类型为几何体。

Fig.02
After using the above settings, you will get something like this (Fig.03).
调整完以上设置,你应该看到这样的场景。

Fig.03
Now place your text, logo or whatever you want in the center of the particles (Fig.04).
现在打上你的文字,LOGO或者其他什么在你的例子中间。

Fig.04
We can see that the particles are animating at this stage, Now select the frame where you want to show the text in the scene. In my case I select frame 105 (Fig.05).
在这个阶段你能看到粒子现在是可以动画的,现在你可以选择你喜欢的视角,我选择的视角是这样的。
翻译by:yipinsucai.com

Fig.05
The particles are still animating. To stop the particles on frame 105 we can use PFlow, but it will be a bit messy. A better idea is to use the Mesher tool. Go to the Compound Objects dropdown and select the Mesher. Draw the pyramid anywhere in the viewport (Fig.06).
粒子仍然是动画。停止粒子在105帧,我们可以使用PFlow框架,但它将是杂乱无章的。一个更好的办法是使用网格化的工具。去复合对象下拉列表选择网格化。在视窗中任何地方点出图标(图06)。

Fig.06
Now go to the Modify panel of the Mesher, select the Pick Object None button and select Particle Flow (Fig.07).
现在转到修改面板,点击Pick Object 然后选择粒子流。

Fig.07
Now we can see two particles in the viewport (Particle Flow and Mesher). As we move the time slider both the Particle Flow and Mesher will animate together. To break this chain simply right-click on the Mesher particles and use the Convert To > Convert to Editable Poly option (Fig.08).
现在我们可以看到两个粒子在视图中(粒子流和网格化化物体)。我们移动时间滑块粒子流和网格化物体一起产生动画。要想打破这个链只需右键单击网格化粒子使用转换到>转换为可编辑多边形选项(图08)。

Fig.08
We can switch off Particle Flow as it is no longer required now, or delete it and place static particles in its place. Adjust the particles if they are colliding with the text or logo, Delete them by going to PolySelection > Element and selecting the ones you want to delete, move, rotate or scale.
我们可以关掉颗粒流,因为它不再是必需的现在,或删除它和地方在其位置的静态粒子。调整模型如果它们与文字或标识穿插了,去PolySelection > Element选择那些你想删除、移动、旋转或缩放的物体。
It's time to make things good now, so create a Camera and adjust it so that it views correctly. Create three omni lights and put them in different directions with Ray Traced Shadows, Multiplier set to 0.7 and Color RGB to: 245, 245, 245. The omni light positions are (Fig.09):
是时候让场景变得更好了,所以创建一个摄像机并调整它,获得正确的视角。创建三个泛光灯,把它们放在不同的方向并给予光线追踪阴影,强度设置为0.7,颜色RGB:245、245、245。泛光灯的位置如图(fig09):
? Omni 1: X:-622.021 Y: 328.778, Z: 358.253
? Omni 2: X: 850.731 Y :-204.176, Z: 97.157
? Omni 3: X: 18.854 Y: -584.146, Z: 97.157

Fig. 09
In Particle Materials take the empty slot and use these settings:
粒子的材质设置如下:
? Diffuse: RGB: 150, 150, 150
? Specular Level: 53
? Glossiness: 55
In Maps use these settings/材质的贴图设置:
? Reflection: Reflect/Refract
? Refraction: Raytract
? Text Material Diffuse: RGB: 242, 247, 252
? Specular Levels: 95
? Glossiness: 16
Now do a test render. You can see the image is not good at all because there is an anti-aliasing problem (Fig.10).
下面做一下渲染测试,你可以看到效果一点都不好,因为没有开启抗锯齿选项。 (Fig.10).

Fig.10
As you look closely at the final video, you can only see the text in the reflections on the bars; you can't see it directly. Right-click on the text, then go to Object Properties and uncheck Visible to the Camera. After doing this you will only see the text in the reflections (Fig.11).
当你仔细看看最后的视频,你只能看到文本上的倒影在条形物体上;你不能直接看到它。右键单击文本,然后去对象属性关掉对相机可见。在这之后您只会看到文本在反射里(fig11)。

Fig.11
Here's a quick test result (Fig.12).
下面是快速渲染结果。

Fig.12
To get a good result in the final render we should tweak some settings. I'm using Scanline Renderer for this effect. Go to the Renderer tab, and in the Antialiasing section set Filter to Mitchell-Netravali, and Blur to 1.0. In the Global Super Sampling section, tick Enable Global Supersampler, select Hammersley and set Quality to 1.0 (Fig.13).
要得到一个好的结果在最后的渲染里,我们应该进行一些调整设置。我使用扫描线渲染器为达到这个效果。去渲染器选项卡,然后在反锯齿部分设置过滤器为Mitchell-Netravali,模糊至1.0。在全局超级采样部分,点击启用全局超级采样,选择Hammersley并设置细节为1.0(fig13)。

Fig. 13
Render the scene and here's the final result (Video.01).
渲染场景,以下是最终结果
视频密码:yipinsucai.com

Video.01
That's it – I hope it's been informative.
就这么多,希望教程对你有用。
翻译by:yipinsucai.com

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