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PAGE 6Chapter I introduction第一章-介绍This training DVD/e-book is about creating architectural visualizations, both static and dynamic.这个DVD/e-book训练是包括创造建筑可视化的,包括静态和动态。All of the sample scenes were created using 3d sudio max 9 (2007), rendered in V-ray 1.5 and post-processed in Adobe Photoshop and After Effects.所有场景例子由3ds max 9创建,V-ray 1.5渲染,后期使用Adobe Photoshop和After Effects。Training book is divided into three chapters.训练书被分成3个章节。In the first one you will get better understanding of V-ray engine (lwf , shaders, camera),在第一部分你会更好的理解V-ray引擎(lwf,阴影,相机),the two other chapters involve creating high-quality architectural vizualizations.其他两个篇章包含创建高质量建筑可视化内容。We will guide you trough all the major steps including modeling, texturing, material creation, light setup, rendering and post-production. 我们将指导你突破主要步骤包括建模,贴图,材质制作,灯光设置,渲染和后期。DVD contains over 4,5 h of narrated videos, as well as 2d and 3d project files.DVD不但包括超过4,5个小时的视频讲解,还包括2D和3D的项目文件。We hope youll enjoy this DVD and it will make your life easier while working on your own projects. 我们希望你会喜欢这个DVD,它将让你在做自己的项目时更加容易。1.1 Monitor calibration1.1 监视器校准Before we start creating any scenes and renders, first we need to focus on our monitor display. 在我们开始创建一些场景和渲染之前,首先我们需要集中于我们的显示器。Why is it so important ? because it affects the way you view and create renders.为什么这么重要?因为它影响你的视口和渲染。If you have never checked if your monitor correctly displays colors, it probably doesnt (unless you own a very good monitor).如果你从来没有检查过你的显示器是否可以正确显示颜色,它可能不是的(除非你自己是一个非常好的监视器)。There is a simple reason why you should calibrate it 这里有一个简单的原因,你必须校准它- image that looks good on your monitor, can look completely different on the other one. Either it can be very dark, has washed out colors, bright areas blown out etc. 图像在你的显示器上看起来不错,可在另一个上看起来完全不同。或者它可能会很暗,褪色,曝光等等。These three renders show an example of what can the sam image can look on monitor, but with different gamma setting.这三个渲染图显示了一个例子,First image looks way oo dark especially for a sunny day. Darker areas became indistinguishable. Monitor gamma is set too HIGH, (around 2.8).第一张图像看起来非常暗,特别对于一个阳光明媚的天气。暗部变得很难分辨。显示器的伽马值设置的太高,(大约2.8)。Colors on lower render look washed out. Gamma is set too low (1.6).色彩在最后一张图像上显得苍白。伽马值设置的太低(1.6)。Middle render is displayed correctly, detail is visible in both dark and bright areas, monitor gamma is set to 2.2.中间这张图像显示正常,暗部和两部区域的细节明显,显示器伽马值为2.2The basic factors that are responsible for your display are brightness, contrast, gamma and monitor temperature. 对于显示器最基本的要素是亮度,对比度,伽马和显示器温度。There is a high probability that your monitors fabric settings are not correct, as they are most commonly set to office work, multimedia and gaming, not photo viewing.你的显示器有很大可能没有调整,因为它们最常见的设置是为办公,多媒体和游戏,不是照片处理。The best and easiest way to calibrate your monitor is using professional calibration device. But this is not necessary unless youre a photographer who needs to print his photos. 校准显示器最好,最简单的方法是使用专业的校准装置。但是这是没有必要的,除非你是一个需要打印你的照片的摄影师。So, if you dont plan spending money on one, you can still calibrate monitor using test images.所以,如果你不打算在这方面花费金钱,你仍然可以通过测试图像来校准显示器。If you spend some time with the adjustments you can achieve pretty respectable results. 如果你在调整显示器上花点时间,你能得到相当不错的成绩。Remember that you will probably have a hard time with calibration if you own LCD TN monitor, 如果你使用的是液晶显示器,在调整时将更困难。because it cant reproduce all the colors properly and additionally gamma will change dramatically along with viewing angle. 因为他不能正确地复制所有的色彩,此外伽马值会随着视角大大改变。If you are into 3d graphics and want to create renders , I strongly advise you to invest some more money in IPS monitor. 如果你进行3D图形制作,并想渲染图像的话,我强烈建议你花费更多的钱在IPS显示器。Lets do some basic calibration. I have provided you with some pictures that will help you to do it.让我们做一些基本调试。我为你提供了一下图片,可以帮助你调试它。Remember that it is strongly recommended to calibrate monitor in dim environment. 强烈建议在较暗的环境中调试显示器。First of all disable any auto options like auto brightness or contrast in your monitor.首先,关闭那些“自动”选项,比如自动亮度,自动对比度。 If there are any preset settings, choose custom RGB if possible rather than multimedia or games.如果有预先设置,宁可选择“自定义RGB”也不要选择“多媒体”或者“游戏”。PAGE 8Brightness and contrast settings.亮度和对比度设置Take look on the image below. This is the white point measurement. 注意看下图,这是白点测试。There are five stripes with different values from 250 up to 255. You should be able to see all of them, with 254 stripe almost indistinguishable. Contrast settings will affect this image the most.这里有五个条,代表从250到255不同的值。你应该可以看到它们,其中254几乎很难分辨。这个图像对对比度设置有很大影响。PAGE 10Brightness and contrast settings.亮度和对比度设置After adjusting contrast, take a look at this image. It represents black levels. You should be able to see as many stripes as possible.调整对比度之后,看一看这个图像,它代表黑度水平。你应该看到合理数量的条。Background color is 0,0,0. Make sure you are at dimly-lit room rather than brigh environment. You will not be able to see much detail in shadows in strong daylight.背景颜色是0,0,0.确定你是在光线较暗的房间而不是在明亮的环境中。你无法在强烈的日光阴影中看到更多的细节。Remember that it takes some time for your eyes to adapt and distinguish black levels. 记住,花一段时间来适应,让你的眼睛能够适应和分辨黑度水平。On very good monitor you will be able to see boundary between backround and block with color value of six. But its still not bad if only value of ten is visible. Brightness and black level options will affect the look of this image. 一个好的显示器,你能够在背景和色彩明度块之间看到六条边界。就算只有10是明显的,它仍然是不错的。亮度和黑度水平选项影响你观看这张图像。Take note that backround musnt get too bright - you can check that by comparing turned off monitor with 0 color - it should look the same.注意背景不会过于明亮,你可以检查关掉显示器和颜色0,它们应该是相同的。PAGE 12After adjusting white point and black point, were ready to set gamma. 在调整了白度和黑度之后,我们准备设置伽马。A display gamma of 2.2 is the standard for the Windows operating system and the internet-standard sRGB color space (Macintosh standard is 1.8). Windows操作系统和网络标准sRGB色彩空间的标准伽马值是2.2(苹果机器标准是1.8)。Image files are almost always stored with gamma encoding. But where can we change display gamma ?图像文件通常存储伽马编码。但是我们在哪里可以更改显示器的伽马呢?If you have original photoshop it comes with small utility called adobe gamma. But If you dont own it, you can set gamma in your graphics card control panel, whether its Nvidias control panel or Atis catalyst control center.如果你有原版的photoshop,它提供了一个叫adobe gamma的小工具。但如果你没有它,你可以在你的显卡控制面板中设置伽马,不管是Nvidia控制面板还是Ati催化控制中心。With following images you will be able to check your display gamma (lcd monitors). 在下列图像中,你可以检查你的显示器伽马(液晶显示器)。I created this images in a simple way. Background is made of black and white pixels. 我用一个简单的方法制作这个图像。背景由黑白像素组成。Seen from distance they blend togheder into a gray shade.远远看去,它们混合在一起融入灰色阴影中。 You would predict thath this shade will match a color of 128, wchich is half of full range, but it clearly does not. It is because non-linear relationship between moniotors voltage and physical light that is emited. So in fact this backround on monitor with gamma 2.2 will correspond with value of 186 which is 128 color with gamma 2.2. Separate channels images are created in the similar way. So, square in the middle wchich has value of 186 should blend perfectly with the black & white pixel backround on monitor with gamma 2,2. If there is also color difference between square and backround, you will have to adjust gamma channels separetly.PAGE 14Test image for adjusting gamma for R G B channels. All squares should blend perfectly with their backrounds.The last step is to set your monitor temperature. Monitor temperature is also called white balance. It decides whether white color will look more cool (blue tint) or hot (yellow tint). Very often with fabric settings colors are too blueish because temperature is set over 8000 K. Everything about 6500 K will be fine, because digital cameras, web graphics are designed for a 6500K color temperature (For printing you may use temperature below 6000 K which will seem quite yellowish at first).This very basic monitor calibration will help you display photos and renders in correct way.To read about some more in-depth monitor calibration please visit following sites :http:/www.lagom.nl/lcd-test//makingfineprints1A.htmlNow after we completed this basic calibration we can move to next topic which is linear workflow.PAGE 161.2 Linear workflowIf you are working in 3dsmax, gamma correction is off by default. It means that you are basically working in a gamma 1,0.Your renderer will also assume that all pictures you are using are also in linear space. The final render output will also be intended to display on a monitor with gamma 1.0. The final result will be dark and not really pleasant to the eye.If you are not familiar with linear workflow, you have probably tried all kinds of cheats to make your render look better on your monitor experimenting with different color mappings, adding fake lights to the scene to make it brighter, increasing objects GI power etc. This approach is not correct and additionaly it can create non-physical results.We already know that our monitor is calibrated to gamma 2,2 not gamma 1.0. First of all we should Enable Gamma/LUT correction in max and set gamma to 2,2. But thats not all. Most images you can find on the internet, photos and textures, are prepared to be displayed on monitors with gamma 2.2 not 1.0 . They have embeded gamma of 2.2. We should let 3d studio max know that by changing input gamma to 2,2.Now all textures will turn very dark, but this is actually correct, so dont worry.Warning: some of the bitmaps like normal maps, are not gamma corrected. You have to tell max that they have input gamma of 1,0. All hdri maps have also gamma 1,0. Take note that reflection and glossiness maps do not have to be gamma corrected. You can change gamma option manually in bitmap settings, just set gamma override to 1,0.Now we are working in a linear scpace and all mathematical operations done with bitmaps will be correct. Last step to do is to enable vray frame buffer and tell vray that our system is 2.2 gamma. Just change gamma in color mapping to 2.2 from 1 0 and thats all.PAGE 18ExamplesSimple test scene with no textures, made with greeble script. Lit by sun and sky system. First image is default vray settings, its very dark and there is too much contrast. Second image is made in LWF, camera settings are the same. The contrast is a little too low, but light seems more natural, we get much more information in shadows. It is much easier to post-process second image than the first one. MOVE THE MOUSE OVER THE PICTURE TO SE THE DIFFERENCE BETWEEN GAMMA 1.0 and 2.0Second test scene is an interior space with window openings and a parquette floor texture. The first render with default vray settings looks a bit too dark for a daylight scene. Sky has very strange oversaturated color. We cant increase camera ISO because image has already ugly bright areas blown out. Moreover ,we can see excessive yellowish color bleeding on the walls. Overally it doesnt look good. On the second render with linear workflow, the gradient between windows area and corner of the wall is much more natural. Color tint is gone. Room is much brighter now. As we can see Linear workflow works very nice with interiors. Im not trying to tell that linear workflow is the only way to create good looking renders. Ive seen many exceptional works using exponential or reinhard color mapping. Ive chosen to work with lwf because it seems most natural for me, plus, in my opinion it creates best base image for later post processing. MOVE THE MOUSE OVER THE PICTURE TO SE THE DIFFERENCE BETWEEN GAMMA 1.0 and 2.0PAGE 201.2 V-ray settings1.2 V-ray 设置A rendering engine is a software that can trace the artificial rays of light in the 3d scene and generate an image based on them.渲染引擎是一套软件,它可以追踪3D场景中的人工光线,并生成基本图像。We can divide render engines in two main groups: 我们可以将渲染引擎划分为两大类。Unbiased engines like Fryrender, Maxwell, Indigo无偏引擎,比如Fryrender,Maxwell,Indigo.and the biased ones: Mental Ray, Vray, Kray etc.和有偏引擎,比如Mental Ray,Vray,KrayetcWhat is the main difference between them?它们之间主要的区别是什么?Most of the unbiased engines are based on the Metropolis Light Transport method.大多数无偏引擎基于都市光传输方法。They dont use any kind of sample interpolation and non-physical probabilistic calculations to speed up the rendering. Effects like caustics, depth of field, area shadows are always part of rendering solution, you just cant turn them off. 它们不使用任何类型的样本概率计算插值和物理加速渲染。一些效果比如焦散,景深,区域阴影是不能关闭的。The big advantage is that you wont struggle with too many settings, there are no such things like different image samplers, GI settings, caustic properties. All you have to do is prepare materials, camera and light. Usually it is much easier to learn how to work with an unbiased engine.最大的好处就是没有太多的设置,不存在诸如图像采样,GI设置,焦散。你所要做的就是准备材质,相机和灯光。通常更容易学习怎么使用无偏引擎。Another advantage is the image quality. If you want to create extreme realistic scenes, you should definitely try it.另一个优势是图像质量。如果你想创建高度逼真的图像,你当然应该试试它。The one big major disadvantage is the render time.他的一大主要缺点是渲染时间。Unbiased engines are computing scene with a different method than biased ones. 无偏引擎在计算场景的方法上和有偏引擎不同。When in vray for instance, you can easily predict and determine how long your render will last, 例如在V-ray中,你可以轻松地预测和确定你的渲染将会持续多久,according to the few buckets that have already passed, it is quite hard to do the same in unbiased engine. 使用无偏引擎是很难做到的。There are no buckets and the whole frame-buffer is filled with noise pattern at the start of rendering and the image will clear progressively in time. 整个帧缓存充满噪波形态的渲染,图像开始慢慢清晰。The rule is simple: the more time you wait, clearer the image and you actually decide when it is clear enough to stop it. 规则很简单:等待的时间越长,图像越清晰,你来决定在图像足够清晰的时候停止它。There is one big problem attached to it, usually some of the areas that are not so complicated to compute, like flat uniform surfaces, are calculated way before glossy surfaces or worse glass with caustics.这里有一个很大的问题,通常一些区域计算起来不是太复杂,像一些平坦均匀的表面,You have to wait quite some time to clean those problematic areas.Anyway, you will have to invest in a strong PC to be able to render comfortable and avoid high render times. 你要等相当长的时间来清扫那些有问题的区域。无论如何你都得买一台很好的PC来获得更好的图像,和更少的渲染时间。Recently there are some new unbiased engines developed like Arion or Octane, that are based on GPU rendering. 最近有一些新闻,高端的无偏引擎比如Arion或者Octane,它们根据GPU渲染。GPU can render many times faster than CPU, but it has also many limitations and it is very hard to implement some of the features that are already working in CPU based renderers.GPU比CPU的渲染时间快很多倍,但是由于种种条件的限制,很难实施在一些已经以根据CPU渲染为特色的渲染器上。Lets keep an eye on them and hope that features like displacement, instancing, sss on GPU will come to us very soon. 让我们密切关注它,希望诸如置换,instancing,SSS等一些特征在GPU上可以带给我们更快的速度。The main advantage of a biased engine is its adaptiveness. 有偏引擎的优势在于它的适应性。You can always make quick previews, and then tweak settings to achieve good looking renders.你总是可以快速预览,然后调整设置已达到良好的渲染效果。It usually takes some time to learn all the settings, but once you got them you will see how flexible biased engine can be. 通常需要一些时间来学习它的所有设置,但是一旦你掌握了它们,你就可以灵活地运用有偏引擎。Personally my favourite engine is Vray. I think its quality/time ratio is the best among all the renders in the market, plus it has many features making it really good production renderer that is widely used over the world in architectural visualization and also in VFX. V-ray是我个人最喜欢的渲染引擎。我认为它的质量/时间比是在市面上的所有渲染器中最好的,加上它有很多很好的作品,被广泛运用于世界上的建筑可视化和VFX。In conclusion I would advise you to use unbiased engines especially in a product studio rendering (like jewelery) where they are still quite fast and physically correct. 最后,我建议你使用无偏引擎,尤其在产品(如珠宝)设计渲染,它仍然能达到相当快的速度和正确的物理属性。Biased engines are perfect when you need a quick solution and your client doesnt really care whether render is physically correct, unless it looks good to the eye. 当你需要一个快速解决方案,并且你的客户不是太关心物理属性是否真实,只要求看起来不错,使用有偏引擎是完美的。Remember one thing, there is not much difference what software you will pick, its not the render engine that makes the render look good. It is the artist. I have seen renders in scanline that looked much better than those in unbiased engines. 记住一件事,选择什么样的软件并没有什么不同,不是渲染引擎使渲染结果更好。它是艺术家,我见过用扫描线渲染器制作的图像比用无偏引擎更好。Without modeling skills, texturing and what is most important composition and color your render will always feel that something is lacking no matter what software you use.没有建模技巧,材质贴图和更重要的构图和色彩,不过你使用什么渲染器,画面看起来都会缺乏一些东西。PAGE 221.3.1 Indirect Illumination (GI) in Vray.1.2.1 Vray间接照明(GI)What is GI ?什么是GI?To make Image look realistic, not only the direct light needs to be computed ( light that directly hits the surface) but also the light that is reflected from the surface of that object (indirect).制作看起来真实的图像,不仅需要计算直接光照(直接照射到表面的光),还需要计算从对象表面反射的光线(间接)。Global illumination allows objects in the scene affect the way that other objects are rendered. 全局照明允许场景中的对象影响其他对象的渲染。Here is comparison of a scene rendered with and without GI. As we can see in the left image, area below shelve is totally dark. There is also no color transfer between surfaces.这是已经渲染的有GI和没有GI的场景对比。就像你看到的,在左边图像下边区域是完全黑色的,也没有表面之间的颜色传递。There are four various methods (algorithms) of calculating GI in vray: 在V-ray中有4种计算GI的方式(算法):Brute force, light cache, photon mapping and irradiance map.强力算法,灯光缓存,光子贴图和辐照贴图。I wont talk about photon mapping, because it is an old method and today it is just useless in most situations. In fact light cache is an updated version of photon mapping without its many limitations.我不讨论光子贴图,因为它是一个陈旧的算法,现在在大多数情况下已经没有用了。事实上灯光缓存是一个升级版的光子贴图,并且没有太多局限。Brute force is the simplest method,

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