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Lynda-MentalRayControlColorBleedin3dsMax

Size: 309 MB | Duration: 1h 6m | Video: AVC (.mp4) 1280x720 15fps | Audio: AAC 48KHz 2ch

Genre: eLearning | Level: Intermediate | Language: English

Color bleed is a common problem in illumination renders, where colors are transferred by reflections from indirect light. By understanding how light works in the real world, and using 3ds Max and mental ray to mimic that behavior virtually, you can prevent most color bleed problems. Join Brian Bradley as he explores GI-specific tools such as Final Gather (FG) and photon-based controls, and nonphysical controls such as the rayswitch map and object properties. These tips are invaluable for lighting and rendering specialists who control or eliminate excessive color bleed in the most fast and efficient manner possible.

Topics include:

* Controlling reflectance

* Understanding how geometry setup affects color bleed

* Choosing color placement carefully

* Using the FG Diffuse Bounce control and Photon Energy setting

* Controlling color bleed via object property controls

* Using the rayswitch map

琳达-Mental︰ 控制颜色出血在 3ds Max

大小︰ 309 MB |持续时间︰ 1 h 6 m |视频︰ AVC (.mp4) 1280 x 720 15 fps |音频︰ AAC 48 KHz 2 通道

类型︰ 电子学习 |级别︰ 中级 |语言︰ 英语

颜色出血是常见的问题,在光照渲染,颜色由反射调离间接光。通过理解光的原理,在现实世界中,并使用 3ds Max 和心理的射线,模仿这种行为实际上,你可以防止大多数颜色出血问题。他探讨了 GI 特定工具如最终收集 (FG) 和基于光子的控件,以及非物质控制如 rayswitch 地图和对象属性加入布莱恩 · 布拉德利。这些技巧是无价的灯光和渲染专家控制或消除过度色出血在可能的最快和最有效率的方式。

主题包括︰

* 控制反射

* 理解几何设置如何影响颜色出血

* 仔细选择颜色位置

* 使用光子能量设置与 FG 弥漫反弹控制

* 控制通过对象属性控件颜色出血

* 使用 rayswitch 地图