2022年VR渲染教程 .pdf
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1、Visualization Insider Critical VRay Settings Part I 名师资料总结 - - -精品资料欢迎下载 - - - - - - - - - - - - - - - - - - 名师精心整理 - - - - - - - 第 1 页,共 26 页 - - - - - - - - - Visualization Insider 2Introduction To say that VRay is a complicated program would be an understatement! Ironically enough, however, it ha
2、s become the most ubiquitous engine in the visualization industry because of, among other things, its simplicity. Although it contains a large number of settings which should ideally be separated from critical settings and grouped into an advanced section all alone, it is nonetheless a fairly easy p
3、rogram to digest when you know which settings are critical and which can be left for exploration down the road. We believe knowing VRay means knowing how to troubleshoot your scenes. When you render a scene, you either get a result you want or dont want. If you get what you want, great - but if you
4、dont, and dont know how to fix a problem, such as blotchiness, noise, flickering, etc, then you are bound to spend precious time testing numerous settings. Even when you do get the results you want, you may not realize that you can achieve the same or better results in less rendering time. Rather th
5、an explaining the critical settings in a top to bottom manner, starting with the top-most rollout and ending with the bottom-most, this discussion presents VRay features in a more logical manner, from most critical to least critical. For example, there is an option to disable glossy effects in one o
6、f the first rollouts, Global Switches; however, it wouldnt make sense to discuss an option for a concept that has yet to be explained. Therefore, such a setting is reserved for later. For the purpose of this discussion, we are defining critical settings as those which tend to require attention at le
7、ast once during the course of a typical visualization animation. This means that while a particular settings use may not be guaranteed during any given visualization, its use will probably have been at least considered as an option because of its special qualities or characteristics that it offers a
8、 user. By the same token, having not listed a setting does not at all mean that it is not something worth exploring, but rather it is a setting most likely not as widely used, as unique in its affect, or as practical in a production environment. At the end of Part II of this discussion are a few gee
9、-whiz type features that may not be as practical as those presented earlier, but are nonetheless, interesting enough to make mention. 名师资料总结 - - -精品资料欢迎下载 - - - - - - - - - - - - - - - - - - 名师精心整理 - - - - - - - 第 2 页,共 26 页 - - - - - - - - - Visualization Insider 3Indirect Illumination When light s
10、trikes an object, it illuminates the object with Direct Light. After direct light bounces off the object, the light illuminates other surfaces as Indirect Light (also known as indirect illumination, global illumination, or GI). GI in a scene is approximated through the use of complex algorithms that
11、 require an incredibly large number of calculations to complete. Like all advanced render engines, VRay has several options for making this approximation and each has their own distinct advantages and disadvantages. The Indirect Illumination rollout controls which methods are used. Within VRay, indi
12、rect illumination is categorized into two areas. Indirect illumination that is directly visible by a cameras view or visible in the reflection and refractions from other objects is referred to as a Primary Bounce. Indirect illumination that simply used in the overall calculation of GI in a scene is
13、referred to as a Secondary Bounce. VRay uses several different methods to approximate these bounces and each contains parameters that control the quality of the approximation and the time it takes to make the approximation. This discussion looks into the most widely used primary and secondary bounce
14、s types; the Irradiance Map and Light Cache , respectively. Well return later to see which settings in this rollout warrant further discussion as a critical setting. Irradiance Map An irradiance map is a method for storing the calculation of radiant energy, or light, which strikes a set number of po
15、ints in 3D space. With a 3D point map of these stored illumination values, VRay can approximate the amount of illumination that arrives at every point on every surface, and thus, better determine how to color the pixels in a rendering. What makes algorithms behind the irradiance map method so great
16、is that they approximate GI more accurately in areas that require more detail, such as shadow transitions and places where different surfaces interact, and less accurately in areas where greater detail is not necessary, such as areas with unvarying illumination. To do this, VRay renders a cameras vi
17、ew in a number of different passes, starting with a lower resolution pass and progressively adding higher resolution passes. With each successive pass, VRay determines if the GI of each area of the rendered view is adequately approximated by samples taken in the previous pass. If so, no further samp
18、les are taken if not, more samples are taken. With each pass, the resolution of the irradiance map pass is doubled, and therefore, VRay can potentially quadruple the number of samples taken. It would be impractical and far too time consuming to calculate a sample for every pixel in the rendered view
19、, so instead, VRay takes what it believes is the required number of samples (to approximate the GI) and interpolates (or estimates) the areas in between. The results of these samples are stored in the irradiance map and the accuracy of the irradiance map is directly dependent on the number of sample
20、s and the quality of those samples. The settings in the top part of the Irradiance map rollout (shown below) control both of these factors, while the bottom half deals with animations. 名师资料总结 - - -精品资料欢迎下载 - - - - - - - - - - - - - - - - - - 名师精心整理 - - - - - - - 第 3 页,共 26 页 - - - - - - - - - Visual
21、ization Insider 4Min /Max Rates The Current preset drop-down list at the top of the rollout contains numerous configurations for the six grayed-out settings below it. These presets provide a quick and easy way to achieve good settings for various levels of accuracy needed in the irradiance map. Ther
22、e is also a Custom setting that gives you individual control over the six settings below it that are otherwise dictated by the presets. The first two settings that should be discussed are the Min rate and Max rate . These settings have the most direct impact on the number of samples taken during the
23、 calculation of an irradiance map. Before going any further, lets take a close look at the purpose of these two settings. The following exercise helps demonstrate what their role is. Exercise Specifying sample density with Min / Max rates 1. Open the file irradiance.max. 2. In the Global switches ro
24、llout, enable Dont render final image, as shown below. This prevents VRay from covering up the irradiance map with a rendering, therefore, allows us to see the results of the irradiance. 3. In the Irradiance map rollout, enable the Show calc. phase option, as shown below. This allows us to see the v
25、arious resolutions of the irradiance map as theyre being rendered. 4. Render the scene and stop it after the first buckets are processed (this should only take approximately 5-10 sec). 5. Click on the rendered window and scroll your middle mouse button upwards to zoom into the rendered window. Conti
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