there is a second continuation of our series where the modeling and visualizing a work table in 3ds Max. In today's part shall prepare material for our table, UVW map and set the final settings for rendering.
will focus today on the Vray renderer developed by chaosgroup, which is globally the most popular external renderer. If you do not have Vray so you can download it demo pages chaosgroup http://chaosgroup.com . Renderer change the way that we walk to the rendering settings "F10" and the tab will move to common card Assign Render and the square next to the production click and choose our renderer vray.
study to visualize formation table
inactive if we visualize a 3D object, so we must first decide where you want to visualize, therefore, in what environment. We have many to choose options. We can visualize the object in its set up like environment. inactive bedroom, part or street manners potting visualize the object in a photograph or inactive visualize single product where the audience draws attention to the product without any disruption inactive object. So the object from the canvas and it is called Visualization Studio.
Like in real life as well as 3ds Max's studio is compiled. Background behind the subject will consist of a canvas object we will be lit by artificial light gives us vray. Our "camera" will in this case, vray camera.
The process of study I have already explained in the tutorial 3D text in 3ds Max and V-ray so we can only summarize it all and will update some data.
true light intensity was set - the multiplier value of 9.0 and light color set to RGB 255, 239, 210
the left light intensity was set - the multiplier value of 8.0 and light color set to RGB 210, 218, 255 and the filler (fill) light is changed as light intensity and 4.0.
Creation vray material
open a compact material editor "M". If you have a version of 3ds max 2011 and more so you can discover the slate material editor. The old compact material editor to switch by offering Modes / Compact material editor.
into the first slot to put vray material by clicking on the button (next to the slot below the list of slots) standard. From the menu select VrayMTL located in card V-ray.
appear to us the settings available for VrayMTL. In the Basic tab parameters we see diffuse group. Diffuse into the channel insert bitmap map (click on the small square next to the diffuse parameter) - and until it can load the texture wood_diffuse.jpg. This channel diffuse us to display the basic material diffuse color.
If we put a bitmap to find ourselves in its settings. In the Coordinates tab tick Use Real - World Scale that can deliver the texture mapping using the real size of the texture. Value changes in the size width and height of 0.3.
I'll be back to editing by VrayMTL GoToParent button which is located in a horizontal row of icons second from right.
The group put duct Reflection Reflect wood_reflect.jpg bitmap. Like in the previous bitmap parameter tick Use Real - World Scale and set the value of size - width and height of 0.3.
The channel Hilight glossines put wood_specular.jpg texture and set the parameters as in previous textures. This texture is defined shape speculárneho glare.
Parameter refl. glossiness to change the value of 0.75 thus achieve a blurred reflection. Value 1 is a sharp reflection of the value of 0.0 is completely blurred reflection. SubDivs parameter set to 16 - we achieve it more accurate calculation of reflection. The latter enable us to remain Fresnel reflection - these parameters ensure that the strength of reflections will be calculated according to camera angle. Click on the small button to unlock L Fresnel IOR parameter where the value is set at 3.0.
Finally, we will move to where the maps tab Hglossiness to change the parameter value to 85 and play into the channel bump texture wood_bump.jpg where to set the corresponding parameters.
material we have done and the only remains we apply it to our table. Material applied to selected objects using the buttons in the Material Editor termed Assign Material to Sellection located in a horizontal row of icons as a third from left. When the material is already applied so you we can see the maps in the editor to work better with UVW mapping object. It serves us to click Show Standard Map in viewport that is located on the fourth horizontal row of icons to the right.
When you map the material at our facility in 98% of the texture will not appear in our house as we represent it. For it to us right texture to show we have set the UVW coordinates for our geometric object. For us to serve modifiers that allow us to edit the UVW coordinates. UVW coordinates - or maps to tell the object where Mapam to display. We will map our Stolik using UVW Mapping modifier.
First on the table to apply a UVW Mapping modifier. In the modify panel we show relevant parameters for this modifier with which Možme edit UVW map. In the parameters tab and group mapping we have seven kinds of mapping. We choose a type of box and go to menu podobjektového Gizmo. Around the table we orandžový box in that menu podobjektovom Gizmo Možme transformed by transforming the basic tools in 3ds Max, and to shift, rotation and size. In our case, our gizmo rotates 90 degrees so that the rings to go along the top plate.
If we have correctly recorded rings and texture size so we can right-click the stack of modifiers for UVW mapping and click the menu to collapse all - that we keep our changes and "bake" UVW coordinates to our model
Možme Next you notice that the vertical plates rings textures goes the wrong direction, they should go vertically rather than horizontally. Strange to denote all the vertical panels and the choice again apply UVW mapping modifier, type, mapping, set the menu box and podobjektovom Gizmo texture shoot in the right direction.
before turning the Gizmo |
after rotation Gizmo |
Next you will map slide plate. Again we apply the modifier UVW Mapping the slide plate and set him on the parameters of the mapping parameter box and height 7.5 (the plate edges were not right so we had to change this parameter).
It certainly will do in our drawer where you modify parameters of 12.0 Length, Width and Height to 15.0 to 25.0.
simply trapping and dragging the modifier UVW mapping modifier letter from the first drawer to another drawer to copy the modifier, move on to podobjektového menu modifier UVW Mapping to Gizmo and using the shift change position UVW map so as not to same position as the texture of the first drawer.
This would be our UVW mapping table are complete and ready for rendering.
Set rendering
Rendering is an important process that we have our magnificent work got to the final shape. Rendering is the process of smuggling of 3D data, but also materials and lights in a visual form of 2D image. It's still a computationally-intensive process and rendering images may take up to move my whole day. We'll show you how to set the rendering to achieve visual quality and a reasonable time rendering.
First you set the output image Common tab in the resolution shall be authorized 1000px x 500px.Presunieme into bookmarks Vray and card V-RAY:: Image sampler (Antialiasing), set the parameter Image sampler type to Adaptive DMC and Antialiasing filter to Catmull - Rom - will provide us with sharp renderings (pictures ). In V-Ray tab: Adaptive DMC image sampler set parameters SubDivs Min and Max to 8 SubDivs to 16 gives us eliminate dark spots on rendery.Prejdeme to bookmarks V-Ray:: Color mapping and set the type mapping of HSV exponential - prevents "overburn" (overexposure - photobleaching) Rendering and maintaining color variety materiálov.V Indirect Illumination tab Set in a group of Ambient occlusion enable the on and SubDivs parameter set to 32 to eliminate noise. This effect cause us to darken the light where the contact surfaces vid. Images:
Parameters Primary Bounces engine for GL Irradiance map and secondary bounces to the GL engine for Brute Force. The card V-Ray: Irradiance map change the parameter Current preset to Medium and HSP. SubDivs: for value 35th This will allow us more light calculations. We walk into the card V-Ray: Light Cache and Group Calculation parameters set SubDivs 1200 - this parameter indicates how many we send out rays of light from our camera in our scene. Parameter Sample Size - The size of the transmitted sample set for 0002 which we ensure the smooth renderer detail in our scene. Higher numbers speeds up the calculation but at the cost of loss of detail in the rendered image. Selection Show calc phase us in calculating the light cache show light map. In a group of Reconstruction parameters parameter, enable pre-filter and set it to 10 which we take the average of the light cache samples and smoothed by noise that is concentrated mainly on the details objektu.A finally the last parameter we remain Filter that will change the value. These parameters will increase the speed of calculation but at great cost, to a lesser quality, but nebojde - pre-filtering parameters we set to us so that the resulting noise destroy the visual appearance of the resulting picture is still good.
Ambient occlusion off |
Ambient occlusion enabled |
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