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Maxwell2.5 中文手册forSketchUp81目录2概述2.1为什么要注解本手册?本手册包含了你所需要了解的所有信息,以便你理解使用SKETCHUP中的MAXWELL插件,它主要讲解一些MAXWELL常规性基础概念及细节,但它并不预算定期更新MAXWELL的渲染手册,该手册就在您的MAXWELL安装目录;在该手册中如果您有任何与该插件相关的参数没有在这里充分解释,请咨询联系我们,以便获得更进一步的MAXWELL渲染指导手册。2.2我为什么必需知道怎么使用这个插件?原文费话连篇不再翻译。下面介绍构成MAXWELL场景和渲染的完整菜单列表,实际上在SU中他们已经被优化和简化了很多:一切都是那么的简单。2.2.1Scene Manager(场景管理器)The Scene Manager window is the single central point of access to all Maxwell-related sceneparameters.该场景管理器是唯一获得MAXWELL相关场景核心参数的窗口。These parameters are divided into four main categories, Materials, Camera, Environment,and Output, each of which is represented in a tab in the Scene Manager.这些参数共分为四大类别:材质,照相机,环境,和输出选项,其中每个选项是代表在场景管理器中的选项卡。2.2.2Menu & Toolbar菜单和工具栏介绍The plugin adds a custom menu and toolbar to SketchUp.这些插件均在SKETCHUP中增加了一个自定义菜单和工具Figure 2.2.2: The plugin menu and toolbar.上图2.2.2为这个插件主菜单与工具栏Both of these contain the same items, which fall into three basic groups:上图的菜单栏也都作为工具栏下降至成为按钮并包括在内且项目功能相同。Rendering & Export(5.1)渲染与输出Figure 2.2.3: The rendering & export command group.红圈范围图2.2.3为渲染与输出命令Three commands are provided here:Render (5.1.1),Export to Studio (5.1.2), andExportMXS (5.1.3).Clicking Render will export the scene to an MXS le and then render that lein Maxwell Render. Clicking Export to Studio works in a similar way, except that it opens thegenerated MXS le in Maxwell Studio, rather than rendering it. Export MXS simply exportsthe MXS le.这里提供三个命令,从左至右依次为:渲染,输出至STUDIO和输出为MXS文件点击“RENDER”将输出场景至MAXWELL渲染器并作为一个MXS文件直接渲染点击“EXPORT TO STUDIO”以与上类似的工作方式但它只打开调用MAXWELL中生成的MXS文件,而不是渲染它;点击“EXPORT MXS”只是输出MXS文件。MXM Browsing(5.2)MXM浏览器Figure 2.2.4: The MXM browsing command group.上图为MXM浏览管理命令组Two commands areprovided here:Browse for anMXM le (5.2.1), and Browse theMXMGallery (5.2.2).When an MXM le is selected (by double-clicking in the MXED Browser forlocal browsing, or by downloading for MXM Gallery browsing), a new SketchUp material willbe added to SketchUps material list; this material will be linked to the selected MXM le.在这里提供了两个命令:从左到右依次为:浏览一个MXM文件;第二个是浏览官网的“GALLERY”材质库;当一个MXM文件被选中(在浏览器中的MXED被双击本地浏览命令或者对官网的MXM GALLERY浏览进行下载),一个全新的SU材质将被添加到SU材质清单;这个材质将被链接至选定的MXM文件。Scene & Camera (5.3)上图为场景与照相机按钮Figure 2.2.5: The scene & camera command group.Three commands are provided here: Scene Manager (5.3.1), Set Depth of Field (5.3.3), andSet Focal Distance (5.3.4). Scene Manager shows the plugins Scene Manager window. SetDepth of Field prompts for two points in the scene and once chosen, adjusts the currentcameras fStop and focal distance to produce the chosen depth of eld. Set Focal Distancesimply prompts for a single point which, once chosen, will be used to set the focal distanceof the current camera.这里主要提供三个重要的命令:从左至右依次为:场景管理器;设置景深,以及设置焦距。场管理器显示这个插件的场景管理器窗口。设置景深在场景中一旦选择提示的两个点,改变当前照相机的FSTOP(光圈)与焦距将制作出景深,设置焦距并只选择单一的一个点,一旦选择了,将会设置当前的相机焦距。Help & Info(5.4)帮助与信息Contains commands which show the plugins PDF manual, the regular Maxwell Render PDFmanual, and the plugins About box.不浪费时间解释2.2.3Context Menu文本菜单In the context (i.e. right-click) menu for SketchUp entities, you will nd a Maxwell item:在文本菜单(右击)针对SU的实体菜单,你将发现一个MAXWELL选项3Plugin QuickStart.插件快速启动Following is a tutorial that will help you get started using the plugin.以下内容是一个教程,它将会帮助你如何开始使用这个插件。3.1Notes.注意事项Firstly, it is worth mentioning that it is entirely possible to render a scene simply by clickingthe Render button; the plugin will automatically convert SketchUps materials into Maxwellmaterials, using various heuristics to decide how each material ought to be converted. Thisprocess, however, is somewhat limited by a lack of information in the source SketchUp ma-terial; for example, all non-transparent materials will be exported as simple diffuse Maxwellmaterials, simply because there is no parameter in the SketchUp material by which theplugin could infer whether or not it should be exported differently.首先,值得提醒的事情,它是完全可以使用更简单的办法,通过点击一个场景渲染按钮;该插件将会自动转换SU的材质为MAXWELL的材质,采用各种启发式来决定如何进行每种材质应该被转换。这是一个过程,然而,有些信息资源的缺乏限制了SU的材质,例如,所有的非透明材料将被转换为简单的漫散射MAXWELL材质,这是因为没有插件在SU材质参数当中可以推断出它是否应该被导出成为不同。The determination of whether to export as transparent is made based both on the SketchUpmaterials Opacity value and on its color; in cases where it seems appropriate, the pluginwill generate what is known in Maxwell as an AGS material this is a glass-like materialwhich works with non-volumetric meshes and also renders faster than a real dielectric glassmaterial, due to its lack of refraction.至于是否导出成为透明参数的决定是基于两者在SU材质的不透明度值和它本身的颜色,在适当的情况下,该插件将会产生判断知道在MAXWELL中它是一个AGS材质这是一个玻璃类型材质,该非体积网格项目所以会呈现出比一个真实玻璃介质的材质渲染得更快,主要原因是它缺乏折射。That aside, it is quite simple to customize how SketchUp materials are translated by theplugin. By default, the plugins representation of the material (as seen in its material editor)will infer color and texture from the SketchUp material it is associated with. Additionally, aRoughness parameter is given; as this is reduced, the material will become more shiny andplasticine.这些暂且保留后说,这是很简单的知道如何自定义SU材质是被插件转译的。在默认情况,这插件中代表性的材质(例如在材质编辑器中看到)将会在颜色与纹理中推断出这SU材质是与之相关的。此外,给出的粗糙度参数,降低这个参数,材料将会变得更光滑和类似橡皮泥。3.2Scene & Material Setup3.2设计场景&材质Lets try this out to see how it works. First, create a simple 1-meter rounded cube, make itinto a Component, and create a copy.让我们来偿试这一点并看它是如何工作的。首先,建立一个简单的以米为单位的圆形立方体,使它成为一个组件,并创建一个COPY.3 Plugin Quick StartFigure 3.2.1: The example scene, shown in SketchUp.这是实例场景,显示在SU当中Next, lets edit and assign a material to our rst cube. In the plugins toolbar, click the SceneManager button.接下来,让我们编辑和分配材质给我们第一个立方体,在插件工具栏,单击场景管理器按钮Figure 3.2.2: The Scene Manager button.The plugins Scene Manager window will be shown.As you will see, there are ve tabs atthe top of the window; select the left-most tab to show the material editor.Next, from thedrop-down list at the top of the page, select the 2 material (or another if that one isnot in your scene) and click the Refresh Preview button (at the bottom-right of the previewimage) to generate a material preview for this material.插件场景管理窗口将会显示。正如你所看到的,在窗口的顶部有五个标签,选择最左则的标签以显示材质编辑器。然后,从下拉页面顶部的列表中,选择BEIGE2材质(或者其他材质,视你的场景不同有所不同)并单击预临览按钮(在预览图标右下角位置)将获得这个材质实时预览这个材质。183 Plugin Quick StartFigure 3.2.3: 2 rendered using its default settings.渲染使用它的默认设置As you can see, by default, materials use a Character type of Automatic and a Roughnessvalue of 97.0; this produces a diffuse material. If you inspect the Type drop-down, you willsee that there are several types of materials available, but for now, we will continue to usethe Automatic type. Lets adjust the Roughness value down to 10% to see what that lookslike (refresh the preview again after adjusting the Roughness).正如你所看到的,默认情况下,材质使用一个自动类型和粗糙参数值97,这产生了漫散射材质。如果你检查这个下拉菜单选项,你会看到有几个可用的不同类型的材料,但目前来说,我们将会继续使用这个自动类型。让我们改变调整粗糙值至10%去看看有什么不同(调整之后再次刷新预览)193 Plugin Quick StartFigure 3.2.4: 2 rendered with Roughness set to 10%.渲染完成%粗糙值设置Next, select the cube nearest the camera and click the Assign to Selected Entities button.然后,选择最靠近相机的立方体,并单击指定材质给选定的实体按钮。Figure 3.2.5: The Assign to Selected Entities button.指定材质给选定实体按钮The material will be assigned to the cube.这个材质将被分配到立方体。203 Plugin Quick StartFigure 3.2.6: 2 assigned to the near cube. 指定给最近的立方体Now repeat these steps using the jean blue material, but assign it to the far cube.现在重复这些步骤采用“JEAN”蓝材质,分配给最远的立方体。3.3Camera Setup3.3 相机设置Beforewe render the scene, lets set up thecamera;select the second tabin theSceneManager to show the Maxwell camera parameters for the current SketchUp scene (in thiscase, there is no scene, so the camera will simply be named Current).在我们渲染场景之前,让我们来设置相机,选择场景管理器中第二个标签并显示MAXWELL CAMERA当前的SU场景(在这个情况下,没有场景,所以相机将会简单命名为CURRENT)213 Plugin Quick StartFigure 3.3.1: The Camera panel.相机面板By default, cameras use what is referred to in the plugin as Viewport mode; when this isthe case, the plugin will always infer the cameras resolution settings from the SketchUpviewport. We will continue to use this mode, but before we render, lets set the camerasfocal distance; click the Set Focal Distance button in the plugin toolbar.默认情况下,相机显示什么是在这插件的视口模型下;当然这是很简单的,该插件将始终推断这个相机的分辨率设置是从SU视口获得,我们瘵继续使用这个模式,但在我们渲染之前,让我们设置这个相机的焦距;在插件工具栏中单击设置焦距按钮Figure 3.3.2: The Set Focal Distance button.设置焦距按钮The plugin will prompt you to select a point in the scene; select the nearest face of the near cube.这插件将会提示你选择一个场景中的焦点;选择附近最近的立方面的面。223 Plugin Quick Start3.4Ground Plane 接地平面We could render now, but rst, lets also enable the plugins Ground Plane feature.Selectthe Environment tab in the Scene Manager and switch the Ground Plane mode from Disabledto Application.我们现在准备渲染,但首先,让我们来打开插件的接地平面功能。在场景管理器中的环境标签,可切换与禁用地平面模式。Figure 3.4.1: The Ground Plane panel.地平面面板Using this mode, the plugin will read the ground plane options from SketchUp and generatea suitable approximation in the exported Maxwell scene.使用这个模式,插件会读取SU中的地平面参数并生成一个与MAXWELL场景并相适合类似。3.5Rendering渲染Lets render the scene now and see how it looks; just click Render in the plugins toolbar.现在让我们渲染这个场景去看看,只需要点击插件工具栏的渲染工具栏。Figure 3.5.1: The Render button.渲染按钮After doing so, scene will be exported to an MXS le, and Maxwell Render will be started,rendering the exported le.这样操作之后,场景将会输出至一个MXS文件,然后MAXWELL将开始启动渲染,导出的文件正在渲染当中Figure 3.5.2: The scene, rendered.场景渲染Nextletsalter thesceneabit,beforerenderingagain.ReturntotheEnvironment taband switch the Environment Type from Sky Dome to Physical Sky.the scene d

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