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Vr常用材质详细分析.docx

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    • Vr常用材质详细分析White wall: white -245 reflects 23 high light: 0.25 removes reflection [makes him only high light, no reflection]Aluminum: diffuse 124 reflections, 86 specular, 0. 7 gloss, 0.75 reflective subdivision, 25 BRDF[anisotropy], WARD[, Ward]Floor: the reflection map placed FALLOFF[attenuation atte nu at ion type for Fresnel [in the Philipp ines She ng ear above] color represented from the camera near 20 color brightness saturation is 255 colors for the following 151 color expressed as relatively far away from the camera,s color brightness is 60 to 102 for the 150 color saturation indexFresnel[Ph订ippines Sheng ear] parameter the rate is 1. 1 (the maximum is 20 smaller attenuation intensity) Gao Guang: 0. 45: 0.45: 10 sub gloss reflection (reflection is not strong segmentation do not give high) plus 10 bump mapping,Fabric material: in Riga diffuse attenuation on FALLOFF]] for the mapping of the material is located below the color, brightness of the 255 tones in self reflection settings in the options for the 16 reflection [[] without tracking reflection let him only a high light reflection is not high gloss 30.5 reflection light with concave convex, other invariantAdding wood wood material diffuse map, the reflection map placed FALLOFF[attenuation attenuation type for Fresnel [in the Philippines Sheng ear] is nearly 0, the brightness value of brightness value of 230 distant bluish, attenuation intensity of 1.6[high gloss light reflection default] 0.8[high gloss light size] 0.85[fuzzy to join the 15 high value subdivisionbumpmap, sirength about 10Light stainless steel diffuse black [0]{contrast enhancement} reflection light blue hue and brightness of 198 22] [155 0. 8[high light reflection high gloss light gloss 0. 9[size]] to 15 high value fuzzy subdivision to do drawingeffect join map in the bump inside,Matt stainless steel diffuse black [0]{contrast enhancement for shallow blue reflection) [154 16] reflection brightness 205 tone and high light gloss 0.75[high gloss 0.83[light size]] high to 30 fuzzy value subdivision to do drawingeffect join map in the bump inside,The leather material placed in the reflection map in FALLOFF[attenuation attenuation type for Fresnel[Philippines Sheng] two ear material plus bumpmap for nearly 0, the brightness value intensity of brightness 5 distant value of 29 strength 25, strength 15 high light reflection attenuation for 0.67[high gloss light light color size] the degree of 0.71 [to 20] fuzzy value added in high subdivision bump mapping is about 35 []Paint material is reflected in light blue [brightness 15 reflection, high gloss, 0. 88[gloss, size], glossiness is 1[, fuzzy value] subdivision 8 and a halfTransparent material is refracted [brightness]50, gloss is 0. 8[, fuzzy] subdivision, 20 hooks affect shadows・ The reflection is light blue [brightness, ]11 reflection, high gloss, 0. 28[, high light size], glossiness is 1 [, fuzzy value] subdivision 8, remove reflection [let him only high light, no reflection]White plastic material for white [250] diffuse reflection 185 tick Philippines Sheng ear reflection high light 0.63[high gloss light gloss value size]] in 15 and fuzzy segmentation anisotropy in BRDF[is set to 0. 5[, 0.4 to 85 rotational anisotropyThe material setting is not static,Other parameters do not change, and some use VR hair plug-in production, in order to increase the quality of blanket Maomao, many use VR replacement mapping・A and VR hair plug practices:VRayFur is a very simple procedure on the hair・ The hair is only generated during rendering plug-in, the scene processing and not real-time effects・ Create a hair object to choose any one of 3dsmax geometric objects, to adapt to the increasing number of grid, in the creation of VRayFur・ panel click on this increase in hair in the current source object Source object - n eedLength - length of hairThickness 一 hair thicknessGravity - control the strength of the hair to the Z direction Bend - controls the bending of the hair (Note: 1. 49. 03 has this parameter!)Sides - this parameter is not adjustable at the moment・ The hair is usually rendered as a polygon facing the tracking light: it is normal to use interpolation to create a smooth representationKnots - hair is rendered as straight sections that are joined together, and this parameter controls the number of straight segmentsFlat normals - when checked, the hair will not change in the normal hair width・ Although not very accurate, this solution is very similar with other hair・ The hair also confuse help, make the image sampling work becomes simple point・ When uncheck, the surface normals in width will the side of a variety, create a cylindrical shape of hair・Direction variation - this parameter changes the direction in the hair produced on the source object・ Any value is valid・ This parameter also depends on the proportion of the sceneLength/Thickness/Gravity variation - increasing changes in the correspond。

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