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1、GlobalSwitches全局光照開關(guān)設(shè)置Geometry:幾何體通用的參數(shù)Displacement:置換勾選后使用VRB帶的置換,到不會影響MA自帶的置換,不勾選VR勺置換將不起作用.一般會選擇勾選Forcebackfaceculling:強(qiáng)制反面消隱如勾選渲染時不顯示模型的反面,一般很少會勾選lighting:燈光lights:燈光燈光的總開關(guān),不包括默認(rèn)燈光,一般勾選defaultlights:默認(rèn)燈光一般在布置燈光是取消勾選hiddenlight:隱藏?zé)艄夤催x會渲染隱藏的燈光,一般勾選shadows:陰影為復(fù)原真實(shí)的物理現(xiàn)象,一般會勾選showGIonly:只顯示GImaterial
2、s:材質(zhì)reflection、refraction:反射、折射反射跟折射的總開關(guān),取消所有物體的反射和折射都會消失maxdepth:最大深度指限制材質(zhì)反射和折射的最大反彈次數(shù),數(shù)值越高,渲染越慢.一般是在材質(zhì)球進(jìn)行單獨(dú)調(diào)節(jié),不會在此進(jìn)行統(tǒng)一的限制maxtransp.levels:限制透明材質(zhì)被光線追蹤最大深度.值越高被光線追蹤就會越深,效果會越好,但渲染相對會越慢tansp.cutoff:限制VR寸透明板材質(zhì)光線追蹤的終止值.保持默認(rèn)即可maps:貼圖取消勾選在渲染時看不到貼圖,一般選擇勾選filltermaps:勾選那么使用VRi身抗鋸齒進(jìn)行過濾.不勾選那么以原始圖像渲染.filtermap
3、sforGi:Glossyeffects:是否翻開模糊效果,如不勾選場景里所有反射和折射將沒有模糊效果.一般默認(rèn)勾選.overridematerials:代替材質(zhì)勾選后可以在旁邊的按鈕參加一種材質(zhì),此材質(zhì)代替場景里所有的材質(zhì).有利在測試燈光時提升渲染速度overridecolor覆蓋顏色uninvertednormalbumpassettransferSystem系統(tǒng)設(shè)置RaycasterParams光線追蹤參數(shù)MaxDepth最大深度60MinLeaf最小樹葉0Face/Level面/級2MemLimit限制400DistributedRendering分布式渲染設(shè)置DistributedR
4、endering分布式渲染Settings設(shè)置48RegionDivision區(qū)域分割Width寬48Height高M(jìn)eans方法:RegionW/H區(qū)域?qū)?高Sequence排序:Triangulation三角剖分ReverseSequence區(qū)域排序Camera照相機(jī)設(shè)置Cameratype相機(jī)類型Type類型:Standard標(biāo)準(zhǔn)Height高度400Delta深度2OverrideFOV視野45AutoFitCurve自動適合曲線1PhysicalCamera物理照相機(jī)On開Type類型:Stillcamera靜止照相機(jī)OverrideFocalLength焦距40Shutterspe
5、ed快門速度125FilmWidth寬36Distortion矢真0Shutterangle快門角度180Zoom焦距縮放1Lensshift焦距移動0Shutteroffset快門位移0F-number焦距比數(shù)11Whitebalance白平衡Latency潛伏FilmspeedISO感光度125Exposure曝光Vignetting漸暈DepthofField景深On開Basicparams根本參數(shù)Aperture光圈0.1Sides段數(shù)5Rotation旋轉(zhuǎn)0CenterBias中央偏移0Anisotropy各向異性Subdivs細(xì)分6200OverrideFocalDist.焦距Bo
6、keneffects但影向MotionBlur運(yùn)動模糊On開Subdivs細(xì)分6Duration持續(xù)時間IntervalCenter間隔中央0.5Bias偏移0Geometrysamples幾何結(jié)構(gòu)采樣2Environment環(huán)境設(shè)置GISkylight全局光照天空光1MReflection反射1mBackground背景1MRefraction折射1mImageSampler圖像采樣設(shè)置ImageSampler圖像采樣FixedRate固定細(xì)分Subdivs細(xì)分1AdaptiveQMC自適應(yīng)準(zhǔn)蒙特卡羅MinSubdivs最小細(xì)分1MaxSubdivs最大細(xì)分16AdaptiveSubdivi
7、sion自適應(yīng)細(xì)分NormaksMinRate最小比率-1MaxRate最大比率2Threshold極限值0.1法線0.1Antialiasingfilter邊緣抗齒鋸過濾On開Area面積:Size大小1.5DMCSampler準(zhǔn)蒙特卡羅采樣設(shè)置AdaptiveAmount自適應(yīng)數(shù)量1MinSamples最小采樣值8NoiseThreshold噪波極限值0.01SubdivMult細(xì)分倍增1PathSampler路徑采樣器:RandomizedHalton使隨機(jī)化ColorMapping顏色映射設(shè)置Multiplier倍增1BurnValue曝光值0.8AffectBackground影響背
8、景ClampOutput增強(qiáng)輸出Sub-pixel子像素貼圖VFBChannelsVFB通道設(shè)置VFBChannelsVFB通道:Atmosphere空氣Diffuse漫反射Shadow陰影Lighting照明GI全局光照Caustics散焦RawGIRAW全局光照RawShadowRAW陰影Z-DepthZ軸深度Normals法向Background背景Displacement置換EdgeLengthpix邊界長度4MaxSubdivs最大細(xì)分256Amount數(shù)量1Relativetobbox相對邊界盒View-Dependent依靠視圖TightBounds緊密跳躍'VFBcha
9、nnelsThisoptionallowsyoutorenderseparateelementsoftheimage該選項(xiàng)允許您呈現(xiàn)圖像的單獨(dú)元素V-RayFrameBufferVFBRegionRender:ThisoptionallowsyoutorenderaregionofthesceneintheV-RayFrameBuffer.HowtousetheV-RayFrameBuffer:ClickontheRegionRendericonlocatedintheV-RayFramebuffer,thenmakeawindowselectionontherenderarea.Render
10、RegionIconVFBChannel:Thisoptionallowsyoutorenderseparateelementsoftheimage.HowtousetheVFBChannel:Youcanenablethechannelsbyclickingoncetohighlightthem.Intheimagetotheright,thebluehighlightedchannelsareenabledandthewhitechannelsaredisabled.如何使用之后的渠道:您可以通過單擊一次來激活通道,以突出顯示它們.在右邊的圖像中,藍(lán)色高亮顯示的通道是啟用的,而白色通道是禁
11、用的.Output導(dǎo)出設(shè)置OutputSize導(dǎo)出大小OverrideViewport替代視窗Width寬320640x480/1024x768/1600x1200Height高240800x600/1280x960/2048x1536ImageAspect圖像比率1.3333LPixelAspect像素1LRenderOutput渲染導(dǎo)出Savefile保存文件V-RayRawImageFileVRay專用RAW格式圖像文件RendertoVRImage渲染到VRay圖像Animation動畫On開FrameRate框架率NTSC/PAL/Film電影/Custom自定義FPS幀30Envi
12、ronment環(huán)境設(shè)置GISkylight全局光照天空光1MReflection反射1mBackground背景1MRefraction折射1mIndirectIllumination間接照明設(shè)置GI全局光照On開ReflectCaustics反射RefractCaustics折射Post-Processing布置數(shù)據(jù)處理Saturation飽和度1ContrastBase根本對比度0.5Contrast比照度1Savemapsperframe保存每帖貼圖PrimaryEngine首次反彈Multiplier倍增1QuasiMonte-Carlo準(zhǔn)蒙特卡羅算法SecondaryEngine二次
13、反彈Multiplier倍增1LightCache燈光緩沖Quasi-MonteCarloGI準(zhǔn)蒙特卡羅全局光照設(shè)置QMCGI準(zhǔn)蒙特卡羅全局光照Subdivs細(xì)分8SecondaryBounces二次反彈3IrradianceMap發(fā)光貼圖BasicParameters根本參數(shù)MinRate最小比率-3MaxRate最大比率0ColorThreshold色彩極限值0.3HSph.Subdivs半球細(xì)分50Samples采樣20NormalThreshold法線極限值0.1DistanceThreshold距離極限值0.1BasicOptions根本選項(xiàng)ShowCalculationPhase顯
14、示計(jì)算相位ShowSamples顯示采樣點(diǎn)ShowDirectLight存儲直接燈光Detailenhancement細(xì)節(jié)增強(qiáng)On開Scale比例:Screen屏幕Radius半徑60Subdivmult細(xì)分倍增AdvancedOptions高級選項(xiàng)InterpolationType插值類型:LeastSquaresFit最小平方適應(yīng)SampleLookupType采樣查找類型:DensityBased基于密度CalcSamples計(jì)算采樣15Multipass多重預(yù)計(jì)算RandomizeSamples隨機(jī)采樣CheckSampleVisibility檢查樣本可見性Mode方式SingleFr
15、ame單幀Incrementaladdtocurrentmap添加方式增加到當(dāng)前貼圖BucketMode塊模式FromFile來自文件CurrentMap當(dāng)前貼圖Save保存Reset去除PostRender渲染后Don'tDelete不刪除AutoSave自動保存LightCache燈光緩沖設(shè)置CalculationParameters計(jì)算參數(shù)Subdivs細(xì)分1000SampleSize采樣大小0.02StoreDirectLight存儲直接燈光Scale比例:Screen屏幕Num.Phases進(jìn)程數(shù)量4ShowCalc.Phase顯示計(jì)算相位Adaptive自適應(yīng)Reconst
16、ructionParameters重建參數(shù)Pre-filter預(yù)濾器10UseForGlossyRays使用燈光緩沖光滑光線Filter過濾:Nearest接近Interp.Samples插補(bǔ)采棉Mode方式SingleFrame單幀F(xiàn)lyThrough通過PathTracing路徑跟蹤FromFile來自文件CurrentMap當(dāng)前貼圖Save保存Reset去除PostRender渲染后Don'tDelete不刪除AutoSave自動保存Caustics焦散線orotheruses,seeCausticdisambiguationCausticsproducedbyaglassofw
17、aterInoptics,acausticorcausticnetwork5istheenvelopeoflightraysreflectedorrefractedbyacurvedsurfaceorobject,ortheprojectionofthatenvelope2ofraysonanothersurface.Thecausticisacurveorsurfacetowhicheachofthelightraysistangent,definingaboundaryofanenvelopeofraysasacurveofconcentratedlight.2Therefore,inth
18、eadjacentimage,thecausticscanbethepatchesoflightortheirbrightedges.Theseshapesoftenhavecuspsingularities.NephroidcausticatbottomofteacupCausticsmadebythesurfaceofwaterContentshide 1Explanation,2Computergraphics 3Causticengineering 4Seealso 5References 6FurtherreadingExplanationeditConcentrationoflig
19、ht,especiallysunlight,canburn.Thewordcaustic,infact,comesfromtheGreekkauo七urn?,viatheLatincausticus,burning.Acommonsituationwherecausticsarevisibleiswhenlightshinesonadrinkingglass.Theglasscastsashadow,butalsoproducesacurvedregionofbrightlight.Inidealcircumstances(includingperfectlyparallelrays,asif
20、fromapointsourceatinfinity),anephroid-shapedpatchoflightcanbeproduced.網(wǎng)Ripplingcausticsarecommonlyformedwhenlightshinesthroughwavesonabodyofwater.Anotherfamiliarcausticistherainbow.45Scatteringoflightbyraindropscausesdifferentwavelengthsoflighttoberefractedintoarcsofdifferingradius,producingthebow.A
21、computer-generatedimageofawineglassraytracedwithphotonmappingtosimulatecausticsIncomputergraphics,mostmodernrenderingsystemssupportcaustics.Someofthemevensupportvolumetriccaustics.Thisisaccomplishedbyraytracingthepossiblepathsofalightbeam,accountingfortherefractionandreflection.Photonmappingisoneimp
22、lementationofthis.Volumetriccausticscanalsobeachievedbyvolumetricpathtracing.Somecomputergraphicsystemsworkby"forwardraytracing"whereinphotonsaremodeledascomingfromalightsourceandbouncingaroundtheenvironmentaccordingtorules.Causticsareformedintheregionswheresufficientphotonsstrikeasurfacec
23、ausingittobebrighterthantheaverageareainthescene."Backwardraytracingworksinthereversemannerbeginningatthesurfaceanddeterminingifthereisadirectpathtothelightsource.回Someexamplesof3Dray-tracedcausticscanbefoundhere.Thefocusofmostcomputergraphicssystemsisaestheticsratherthanphysicalaccuracy.Thisis
24、especiallytruewhenitcomestoreal-timegraphicsincomputergames衛(wèi)wheregenericpre-calculatedtexturesaremostlyusedinsteadofphysicallycorrectcalculations.CausticengineeringeditResearchershavefoundthattheycanmakeuseofcausticstocreateadesiredimagebyshapingtransparentmaterialinaparticularway.Asurfaceofapanelof
25、transparentmaterial(e.g.acrylicglass)canbeshapedsuchthatthepanelrefractslightinaspecificwaytoformthechosenimagewheneverthepanelisheldataparticularanglebetweenalightsourceandawhitewall.業(yè)SeealsoeditWikimediaCommonshasmediarelatedtoCustic(optics).BComputergraphicsportal Focus(optics) Circleofconfusion
26、Caustic(mathematics)Referencesedit1. JumpupA_LynchDKandLivingstonW(2001).ColorandLightinNature.CambridgeUniversityPress.ISBN978-0-521-77504-5.Chapter3.16Thecausticnetwork,Googlebookspreview2. AJumpupto:abWeinstein,LevAlbertovich(1969).OpenResonatorsandOpenWaveguides.Boulder,Colorado:TheGolemPress.3. JumpupACircleCatacaustic.WolframMathWorld.Retrieved2021-07-17.4. JumpupA_Rainbowcaustics5. JumpupA_Causticfringes6. JumpupA_ : .developer.nvidia /GPUGems/gpugemsch02.html7. JumpupA_ :/
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