fR建筑材质-Texture Map Control

finalRender场景 教程 资源 09月 29th, 2007

Texture Map Control
Many of the parameters described above can also be controlled by a texture map. The methods and functions are identical to any other material you know from 3ds Max.

之前陈述的所有可能贴图部分的总览控制,

所采用的方法和数值含义和max其它默认材质的操作方式雷同。

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fR建筑材质-Fast Glossy Interpolation

finalRender场景 教程 资源 09月 29th, 2007

Fast Glossy Interpolation
快速光滑差值计算

Interpolation grid density - lets you define the density of original shading points taken to calculate the glossy effect. A value of 1/5th means a less detailed blur and 2x means more detailed.
差值平均密度 -定义差值运算的密度。密度低速度快,2X意味着使用了高于实际密度的采样。

Reflective interpolation
反射部分
Neighbouring Points to Look up - defines the amount of original shading points to use for interpolating the blurry effect.

临近点参考,定义反射模糊效果中使用的临近点的数量。

High Detail Distance - when checked, it allows you to control where to use the fast blurry interpolation and where to use brute force blurry calculations. The distance value is set in real world units. As interpolation always brings the danger of artifacts, additional functions are added to finalRender to help in preventing unwanted side effects. Check out the samples below that show the artifacts that can show up when the Fast Interpolation function is used without the High Details Distance function. As you can see in the samples below, nearby objects (the contact region on the floor) are much cleaner than without the function.
高细节侦测-勾选后,可控制在一定范围内使用有益于细节的运算方式,避免由于过度优化而产生的一些不良的副作用。采用真实尺寸的距离值。如图例,采用此选项后,避免了一些错误。(在保证速度的基础上)

Single Sample from Environment - check this option to avoid shooting multiple rays to sample the environment to create a blurry rendering effect. It is a good idea to blur the environment map to simulate the blurriness of a reflection.
单独环境样本-勾选后将避免多光线从环境采样。它采用模糊环境的方式来模拟反射模糊。

Refractive Interpolation
折射差值
Neighbouring Points to look up - defines the amount of original shading points to use for interpolating the blurry effect.
临近点参考,定义模糊折射效果中使用的临近点的数量。


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fR建筑材质-Advanced Rendering Options Rollout Menu

finalRender场景 教程 资源 09月 29th, 2007

Advanced Rendering Options Rollout Menu
高级渲染控制卷
The parameters and options found in this menu, allow the user to fine tune and optimize material rendering effects to the best possible output while keeping the render times low.
★★★这里的参数和设置,允许用户调节材质效果,以在一定时间内得到尽可能好的渲染输出效果。★★★

Reflections Group of Controls
反射控制
Max Distance - used to limit reflections to a certain distance, which is perfect to speed up rendering by avoiding to shade distant objects
反射最大距离 - 限定反射范围,通过排除此距离外场景的反射计算加速渲染。

Fade to end color - check this option to make the reflections fade to this specified color. By default, reflections fade to the environment color. Setting this color to a specific value comes in handy when rendering interior scenes.
消隐色-勾选后,反射会逐渐消隐为指定色,默认为max环境色(贴图)。
在室内渲染中建议自定义为场景中主色调,以控制效果。

Max Trace Depth - is used as cut off value to define when to stop tracing reflective rays. If this number of bounces is reached the material behaves as if the Highlights+GI Only switch is on, so no more rays will be shot or followed and only the GI result and highlights will be created from this point on.
最大弹射深度次数-当反射的弹射从材质开始,达到所限定的次数之后,材质效果就表现为只有高光和GI开关打开时候的‘简化状态’。将不会有更多射线从这里继续进行采样。

Cutoff Threshold — sets the intensity value at which reflections are no longer traced or used. The higher this value the more reflection rays are not used or followed on.
界定容限
表示不再参与弹射的反射光强度范围。超出这个比例值的反射光将被废止。

Refraction Group of Controls
折射控制
Max Distance - used to limit refraction to a certain distance, which is perfect to speed up rendering by avoiding to shade distant objects
最大距离-把折射限定在一定距离内,通过排除模型限定距离之外的场景折射加速。

Color at Max Distance - When on, the material simulates physically correct absorption. At the distance specified by Max Distance, the refracted image has the color given by Color At Max Distance, but the rays are not limited in reach. At twice the distance, the influence of Color At Max Distance is double, at half the distance half, etc.
最大吸收距离颜色-打开后,材质会以此颜色模拟吸收色,此影响伴随全程。

When off, transparency rays simply fade to black. This is like smoked glass and other highly absorbent materials. Transparency just stops at the specified distance. This has the same performance advantage as using the Max Distance for reflections: Tracing shorter rays is much faster.
关闭时,透过光直接消退为黑色。就如同烟色玻璃或者其它强吸收特性的材质。透明截止于此距离。和折射距离限制相同,也是通过缩短作用距离来加速渲染。

Max Trace Depth - is used as cut off value to define when to stop tracing reflective rays. If this number of bounces is reached the material refracts black

Cutoff Threshold — sets the intensity value at which refractions are no longer traced or used. The higher this value the more reflection rays are not used or followed on.

Advanced Reflectivity Group of Controls
高级反射控制栏
Visible area lights cause no Highlights - check this option to disable the Highlights created by area lights. This option is useful when the “light mesh” is turned on. Usually the reflected mesh of the area light will create the highlight, then.

禁止可见的面光源产生高光-在面光源打开时候很有效控制其产生高光。

Skip reflections on inside (except total internal reflection) - this option is meant as a time saver, as it assumes that inside reflections are usually not that prominent in a rendering. Total internal reflections however, will be still handled physically correct.

禁止内部反射 (除完全纯粹内反射之外)这个设置用于内反射不作为主要效果的场景。纯粹的内反射仍然依照物理规律。

Advanced Transparency Options Group of Controls
高级透明控制栏
The options give you control over some of the deepest details of the Arch & Design material. 这些选项允许你控制材质中最细微的部分。

Glass/Translucency treat objects as… - 玻璃,透明体被视为……
Solid - assumes that the meshes are modeled like volumes (a real thickness) were a ray can enter on one side and exit on the other.
实心固体。
Thin Walled - is used whenever the objects are only one face thick and do not represent a real volume were a ray enters and exits at a certain distance.
薄片……

When Caustics are enabled, transparent objects: -
当焦散被激活,透明物体……
Refract light and generate Caustic effects - use this option to create physically accurate shadow and light effects with transparent objects. The shadow brightness is controlled by the refraction and caustic effect. A good knowledge of caustic effects and rendering with lights is needed to get this effect look accurate.
发生折射,继续计算焦散发生的影响(用于真实物理效果)

Use Transparent Shadows - when checked, caustic light effects are turned off for this material and shadows are rendered in a “normal” fake way where the transparency depends on the color and opacity of the material.
只产生透明光影——不产生焦散,只视为一个有色的透明物体。

Back Face Culling - check this option to render this material as single sided by default finalRender materials are double sided.
忽略去除背部……

Transparency propagates Alpha channel - sets the transparency method to be used for the alpha channel information in the background. When enabled, the alpha information for transparent objects are created properly.
alpha通道vs透明——打开后,透明方式将以材质中alpha通道贴图为基准

Indirect Illumination Options Group of Controls
间接光控制
GI multiplier - sets the strength for the indirect illumination effects in a rendering for this material.
设置间接光线对当前材质的影响程度。


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fR建筑材质-Special Effects Rollout Menu

finalRender场景 教程 资源 09月 29th, 2007

Special Effects Rollout Menu
Ambient Occlusion Group of Controls

Ambient Occlusion - check this option to enable the Ambient Occlusion rendering for this material.
AO 开关
什么是AO,它如何工作?
直译:环境遮蔽。简略的打和比方,AO是和我们通常采用‘光渲染’截然相反的一种算法,就如同通常我们‘为了节省墨水’,而在白纸上用黑笔画画。
而不是反过来。
于是素描的过程就变成了用笔在纸张上面进行‘遮蔽’的过程。
AO在多种渲染器中有所应用……。

Samples - defines the amount of sample rays that will be sent. The more rays sent the smoother the final result will be, keep in mind that more rays also means more computations and this will lead to a much longer render time.
采样-定义用于遮蔽的射线数量,数量多,效果细腻,时间会更长。

Max. Distance - is set in real world units and it defines the length of the ray to “search” for an object or occlusion. If an object (or a self-intersection) is not found within the Max. Distance range the environment color is chosen. When this value is set to 0 the ray is of unlimited length.

最大距离-采用真实世界中的尺寸定义‘射线从出发点搜寻另一个物体(或者另一个遮蔽射线)’的距离。
如果射线没有找到另一个物体(包括此物体自身另外部分),此射线将在所定义最大距离关闭(逐渐淡化为环境色)。 此值为0时,代表遮蔽射线长度无限。

Shadow Color - defines the color that should be used when the ray hits an object and is fully occluded. By default a black color will be used. Any other color or any shader input can be used to control this color value of the node.
阴影色(遮蔽射线的颜色)-完全遮蔽时候的颜色,也就是射线起点的颜色(一般为拐角等‘全黑的位置’)。默认是黑色。可以加载任何颜色或者材质。

Ambient Color - sets the color that should be used by the samples hitting the background (non occluded rays). By default, this color is set to white. Intermediate values (environment color and occlusion color) will be created if some rays hit the background and some hit an object . This value can also be set to use the background color (environment color) of 3ds Max.
环境色:环境的色彩,默认是白色(一张白纸)。
可以同步设置为max自身环境。

Round Corners Group of Controls
圆角控制(简化建模的福音)
This rendering effect creates soft and smooth rounded edges on objects originally modeled with hard edges. It works best with meshes that are modeled with “real” hard edges, to smooth out most “hard” corners you should make sure that edges are really edges and are either created by modeling or true intersections.
将真实世界里面几乎不可能存在的锐利边缘,也从max中抹去。(采用真实尺寸)

Round Corners - when checked, sharp edges are rendered as rounded and smooth edges.
圆角设置,设置圆角的半径。

Fillet Radius - lets you define Specifies the radius of the filleted corners and/or edges.
倒角半径,定义倒角的半径。


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fR建筑材质-BRDF Rollout Menu

finalRender场景 教程 资源 09月 29th, 2007

BRDF Rollout Menu finalRender Stage-1 supports through its fR-Architecture material a reflectance model called bidirectional reflectance distribution function. It implements an effect that is known as Fresnel Effect (pronounced “frenel” - the “s” is silent). This visual effect is based on the observations that the amount of reflectance you see on a surface depends on the viewing angle. By turning on this checkbox, you alter how the reflections in the material are created as shown below. 双向反射分布功能(BRDF)。一个用于定义物体表面的光谱和空间反射特性的功能。又名-毕奥定向反射分配函数(BRDF)的使用来表示一表面的反射属性。一个函数定义一个表面的光谱和空间反射属性。 Remember that when Fresnel is turned on, the strength of the reflection will increase as the angle of the object’s surface becomes greater to the viewing angle. 此选项打开,反射强度将随视线和物体表面夹角的增大而增强。(如现实中所呈现,夹角范围0°~90°) NOTE: This checkbox is also linked to the Refraction group of control’s Fresnel checkbox as well, and when one is off, they both are turned off. 注意:这里的选项和折射面板里的菲涅耳fresnel选项关联,同步开关。 The Fresnel Effect was first documented by the French physicist Augustin-Jean Fresnel in the 18th century, who advanced the wave theory of light through a study of how light was transmitted and propagated by different objects. (关于菲涅耳他老人家及其理论的简介) By IOR (fresnel reflections) - uses a fixed reflection curve based on the angle of view and its strength is controlled by the material’s index of refraction. 依照折射率(菲涅耳反射)使用一个依据观察角度计算的反射折射,其数值大小依据物质折射率。 Custom Reflectivity Function - check this option, to specify a custom curve for the reflection strength based on the angle of view. 手动调节反射效果-勾选将指定用户自定义曲线来调节反射。 0 deg. refl. - sets the reflectivity strength for surfaces directly facing the viewer (or incident ray). 0° 设置和视角同角度的反射,或者随机产生的光线。 90 deg. refl. - controls the reflectivity of surfaces perpendicular to the viewer. 90°反射 控制与视线垂直的表面的反射。 Curve shape - is used to define the falloff of the BRDF curve. 曲线弧度 - 通常被用作定义BRDF的效应消散范围。 Note: The custom curve, can easily be used to create metallic effects or wet looking materials. 手动调节能容易的创建出细腻金属质感和表面潮湿效果的材质。

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(翻译)finalRender Stage-1 R2.0 Dynamic Bitmap Pager

finalRender场景 教程 资源 09月 29th, 2007

(翻译)finalRender Stage-1 R2.0 Dynamic Bitmap Pager

http://archive.hxsd.com.cn/showthread.php?t=9601798

Dynamic Bitmap Pager
Dynamic bitmaps affect how texture maps are stored in memory and on your hard disk. Besides all of the textures you may have in your scene, it also affects the management of the main rendering frame buffer of 3ds Max.

‘动态图像分割页面’(位于fr渲染面板的 finalrender子面板)
此功能如何影响内存和硬盘中的纹理贴图…除了你的场景纹理贴图外,它同样可以作用于 3dxmax 的渲染帧缓存管理器。

The basic idea behind Dynamic Bitmaps is to reduce the amount of memory used to store and process bitmaps at render time. With Dynamic Bitmaps you may render images with nearly an unlimited resolution. A 20,000 x 20,000 pixel image is now renderable on a standard PC with only 256MB of RAM using this technology.

动态图像分割页面的主旨是为了减少渲染过程中内存的占用。在使用了DynamicBitmaps后,渲染图的尺寸和几乎可以是无限的。在这个技术的支持下,在256mb内存的pc机上,如今可以渲染20000×20000 点的图像。

IMPORTANT!
Use the “Top to Bottom” bucket order when using Dynamic Bitmaps. Top to Bottom is critical because of the way hard disks work.
Memory is stored in a linear fashion on the hard disk, and must be pulled in that order for speedy processing.
Random storage is not a good or fast method for hard disks.
重要: 在DB(Dynamic BItmaps)模式下,建议使用“Top to Bottom”渲染方式,因为硬盘是以序列方式存储数据,顺应配合会提高效率。

Also, when using bitmap textures that are 15K or higher in resolution, you MUST turn off the image filter, or you will get black renderings.

而且,在使用贴图尺寸超过15K时,你必须关闭图像滤镜,否则会导致渲染黑块的错误。

[图]

Mode - use this drop down menu to choose how the dynamic bitmap block file should be stored to your harddisk.
模式 - 选择DB分割图在你硬盘的存储和工作模式。

Memory - this is the default method and it disables the Dynamic Bitmap Pager
内存模式 - 这是默认模式,相当于没有启用DB

HD Stay - choose this option to keep the .bbt swapping files on your harddisk
硬盘保留模式 - 在硬盘保留‘*.bbt’交换文件。
HD Temp - when checked, the .bbt files will be deleted after rendering
硬盘临时模式 - 当分割文件重组为完整图后, “*.bbt”临时文件将在渲染结束后被删除。

Important Note:

HD Stay keeps the bbt file on hard disk and it will not be deleted, even after 3ds max has been shut down.
However, when restarting a 3ds Max session the bbt file has to be re-indexed (written) again!
This results in a longer preparation time as it would be usually necessary.
A 3ds Max restriction forces this behavior, to overcome this effect you must use the created bbt file as a texture map directly, this will prevent any pre-processing and indexing of the file in later renderings.
This is especially useful when rendering in a network.
重要提示:
硬盘保留模式(HD stay)生成的bbt文件是始终保留在硬盘中的,即使电脑重新开机,但是,重新打开原来max场景(session)后,bbt文件将被重新索引(重 写),通常这非常耗时。如果要避免3dsmax的这个强制操作,必须把bbt文件当作纹理贴图一样直接使用,这将在此后的渲染中规避索引操作。
这样将对网络渲染十分有用。

Memory usage (MB) - This defines the maximum memory finalRender should use for all texture maps. Keep in mind this also includes the Virtual Frame Buffer of 3ds Max.
内存使用限定 - 指定fR渲染期间的纹理贴图最大使用内存,这也包括max的虚拟帧缓存所占用的。

Bucket Size - Use this parameter to define the maximum block size that should be paged in one go to hard disk.

块尺寸 - 这个参数限定上分割页面的最大块尺寸,达到这个尺寸就会保存到硬盘为’*.bbt’序列文件

Path for Page Files - This control defines the path to the folder and hard drive that will be used to store the block bitmap files. The bitmaps are stored in a special format that allows the fast access of the image in blocks of memory.

Note:

This folder must be a local drive or a unique folder on a network. It MUST not be a shared folder where other render salves can write to. Every render slave will create the same bbt file and so it will force an overwrite which will result in unexpected results.

页面文件路径 - 存储分割的页面图文件(*.bbt)的路径。(bbt-这是一种特殊格式,直接从内存中截取的图像分割块)

注意:此目录必须是本地或局域网的一个独立文件夹,不能与其它渲染进程共用,否则将会发生不希望的文件错误覆盖,导致渲染结果混乱。
(完)

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©2007, cebas Computer GmbH

cyberarticle大师级的搜集整理教程资料工具

●杂货铺 09月 28th, 2007

cyberarticle大师级的搜集整理教程资料工具
http://bbs.hxsd.com.cn/showthread.php?p=10110678&posted=1#post10110678


cyberarticle_

右键就可以把网页中选择的部分保存到本地

搜集整理教程资料的大师

批量导入硬盘上的网页、图片、mht、……
导出chm电子书

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在3dsmax中自定义快捷键

3dsmax场景 实例 资源 09月 28th, 2007

在3dsmax中自定义快捷键里面东西真的很丰富。
这是另外一个教程的其中一个步骤:修改“B”为Backview的快捷键,图中第二步“B”是自己填写进去的。
tips:自定义某功能前要辛苦的查找,如果事先知道它的英文名称,只要按开头字母再滚动几次,就能快速找到。
如下图依次1,2,3操作……

例如要给‘add a pop-up note’的功能添加一个快捷键:
快捷键修改面版,找到’add a pop-up note’ 点击右侧hotkey:,此时按键盘shift 和‘=’或者你自己喜欢的快捷键(下面会显示这键位目前的所属功能,以免冲突),然后 Assign……

个性的快捷键设置可以保存为*.kpd文件,可以到其它电脑加载
……如果后悔了自己的快捷键设置,想恢复max默认设置,可以加载默认的 *.kpd 文件……
可以把自己定义的键位保存为一个新的kbd文件。
kbd文件默认位置位于max安装目录的ui子目录中。

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finalRender Stage-1 R2.0 fr-light 材质效果

finalRender场景 教程 资源 09月 28th, 2007