Mapped sphere 球天贴hdr的方式
Posted on 10月 18th, 2007 in finalRender 帮助 教程 范例 |
Mapped sphere 球天贴hdr的方式 http://bbs.hxsd.com.cn/showthread.php?t=9824396
For the most control it is best to map the HDR image onto the inside of a large flipped sphere that surrounds your scene. Create a sphere that surrounds your scene, next add a Normal modifier and check the Flip Normals option.
很多时候用球天来控制hdr贴图是个好办法。 创建球天的方法:建立一个大的sphere 来包裹注你的场景,给它一个法线修改,让贴图在球的内部显示出来。
Lastly add a UVW map modifier and choose the correct mapping type (see above).
增加一个uvw map修改,选择正确的贴图形式。
From fR-Properties make sure that the sphere is Sending GI, you can turn off send/receive shadows and also receive GI/Caustics as these are not needed.
从右键Object Properties属性面板(新版fr已经把fr-properties集成到了max的propties面板内部),设置球体发射光子,也可以关闭或者打开阴影生成,打开或者关闭焦散生成(如果不需要焦散效果)。
Next create an fR-Advanced material and apply the HDRI to the self-illumination slot. Apply this material to your sphere. By using an fR-Advanced material - you can tweak the Send GI multiplier as well as the HDR exposure amount.
最后创建一个 fR-Adanced 材质,把hdri(hdr图片)放置到自发光栏。将此材质赋予球天。通过控制材质,来掌控GI的发射和hdr的曝光度。
Note: Depending on the relative scales of the sphere to your scene you may need to use local GI settings on the sphere to avoid artefacts, do this from the fR-Properties menu if necessary.
注意:某些地方你需要控制局部参数来消除球天带来的人为的负面效果。
Once set-up I usually freeze the sphere and forget about it.
通常我把这个球天冻结,然后很少去关注它。
Pros: Full control of how much light is emitted. Full control over map rotation/placement. Full control over visibility to camera, reflections, refractions, etc.
优势:很方便控制光线的发射,也容易控制天空的方位,对所有产生效果的元素可见。
Cons: Additional geometry to deal with. Possible need to use local GI properties.
劣势:增加了几何体,需要控制局部的GI参数来消除影响。
One Response
不懂,优势里面,控制光线的发射是怎么弄的,改材质里SEND的值吗?那和直接提高曝光度有区别吗?控制天空方位,我怎么显示不了贴图啊~~,对所有产生效果的元素可见,是什么意思~?