国外精彩教程翻译
Posted on 09月 24th, 2007 in 3d场景 插件 范例 资源 | No Comments »
[贴图教程]威尼斯水城场景
http://bbs.hxsd.com.cn/showthread.php?t=1283628

在国外的网上看到一些不错的小教程,翻译给大家,献给像我这样的初学者~~
此教程的作者名为Tim J,作品的名字为Venetian Afternoon(威尼斯的午后)
[贴图教程]威尼斯水城场景
http://bbs.hxsd.com.cn/showthread.php?t=1283628

在国外的网上看到一些不错的小教程,翻译给大家,献给像我这样的初学者~~
此教程的作者名为Tim J,作品的名字为Venetian Afternoon(威尼斯的午后)
fR-Architectural
fR 建筑材质(fR stage-1 R2 or Higher)
IMPORTANT NOTE about this Material:
这个材质的要点:
The fR-Architectural material is a proprietary finalRender material that is used
to emulate the standard 3ds Max Arch & Design material.
Keep in mind that it is an emulation of the material and it is not THE SAME nor will it create identical results like the 3ds Max counter part.
finalRender uses in many areas completely different methods and algorithms and so it should be obvious that the results will differ.
fR建筑材质是在3ds max 建筑&设计材质基础上,有finalrender特性的材质。
需要记住的是虽然它源自 建筑&设计材质但毕竟略有不同。
fR在许多方面采用了完全不同的方式和算法,理所当然能得到不同的结果。
The effects you can achieve with this material are similar or in most cases much better than you would get with the standard built in 3ds Max material.
This material uses the terms and parameter descriptions that are standard in 3ds Max (the term Blurry for example used in finalRender - Glossiness is used instead)
使用fR 建筑材质,能得到相同甚至更好的效果。
fR建筑材质采用的术语和调节参数是基于3ds Max里面的设置。(例如fR中Blurry模糊度的相反值是Glossiness光泽度)
We do also suggest that you check out the 3ds Max manual and read the discussions about the Arch&Design Material in 3ds Max.
我们也建议您检索3ds Max手册,阅读相关讨论。
Diffuse Group of Controls
Diffuse Level - controls the brightness of the diffuse color component.
漫射级别-控制漫射色彩的亮度。范围=0.0 to 1.0.
Color - defines the diffuse color. The diffuse color is the color in direct ligh.
指定漫射颜色(贴图)-漫射颜色是在直射光下物体呈现的色彩
Roughness - controls how quickly the diffuse component blends into the ambient component.
粗糙度 -控制漫射与环境光之间过度的锐度。
Reflection Group of Controls反射
Reflectivity - defines the strength or power of reflectivity.
反射-指定反射强度和能量值。
This value sets the maximum possible value; the actual value also depends on the
angle of the surface and is defined with the help BRDF curve.
此处设置了最大值,真实状况下也是基于面之间的角度和BRDF曲线给出的限定。
Color - sets the color for the reflected rays.
色彩- 设置反射光线的色彩。
Glossiness - sets the surface “glossiness” or how “blurry” it should appear. A value of 1.0 will create a perfect mirror and a value of 0.0 will make the
reflections totally blurry.
光泽度-设置表面所应呈现的光泽或者模糊度。
1.0的值的表现为一个镜子效果,0.0的值将会把所有反射完全模糊。
Glossy Samples - controls the amount of rays to be shot to create a blurry rendering effect. Be warned, the higher this value the longer the renderin will take! Always try to use the lowest value possible. A value too low will result in a grainy looking reflection.
光泽度采样值-控制产生渲染效果的光线数目,太高的值将会大大延长渲染时间。太低的反射值将产生颗粒状的反射效果。
Fast (Interpolate) - when checked, a fast interpolation method is used to create blurry reflections and refractions
快速·差值算法-打开此选项,快速的差值数据会被添加用于反射和折射。
(折射里面雷同)
Highlights+GI only - when checked, reflection rays are disabled and only the highlights are shown, as well as soft reflections faked with the help of using GI samples.
高光+GI光能(只保留这二项)-勾选后,反射光线被关闭,只有高光被显示,GI被用来辅助模拟很柔和的反射。
The latter effect may be used to simulate really blurry surfaces like oily metal surfaces for example and this woith out a speed penalty as the GI is already calculated in the same pass.
后面的选项可用来模拟真实的如油腻金属的模糊表面,GI已经在运算后,将节约时间。
Metal material - check this option to influence the look and color of the reflected rays. As the feature name tells you, this option is useful when
simulating metallic surfaces.
金属材质-勾选后影响反射光的体现,用于模拟金属特性。
Refraction Group of Controls折射
Transparency - sets the level of refraction. A value of 0 means a fully opaque surface. Keep in mind that this value represents the maximum possible value that can be achieved. However, the real final rendered value is dependent on the BRDF curve.
透明度-折射级别,0代表完全不透明。注意这个不透明效果最终效果体现要依赖于BRDF曲线。
Color - allows you to define the color of refraction. This is perfect to tint a transparent or glass object.
色彩(贴图)-可以指定折射颜色,可给透明物体或者玻璃上色。
Glossiness - sets the surface “glossiness” or how “blurry” it should appear. A value of 1.0 will create a perfect mirror and a value of 0.0 will make the reflections totally blurry.
光泽度 -设置表面呈现的光泽或模糊与否,1.0体现为镜子,0为完全模糊。
Glossy Samples - controls the amount of rays to be shot to create a blurry rendering effect. Be warned, the higher this value the longer the rendering will take! Always try to use the lowest value possible. A value too low will result in a grainy looking refraction.
光泽采样-控制采样光线数量,太高的值将会大大延长渲染时间。太低的反射值将产生颗粒状的折射射效果。
IOR - also known as Index Of Refraction, a physical parameter of transparent matter that defines how strong a ray gets bent when entering media of different density.
折射度-物理参数,表现折射物体的光折射特性,光线穿过某不同密度物质所应改变方向的角度。
Translucency Group of Controls半透明控制
Translucency - check this option to enable Translucency and activate the relevant controls.
半透明激活开关
Weight - sets how much of the existing transparency is used as translucency. For example, a value of 0.0 will use all of the transparency. A value of 0.3 will use 30 percent of the transparency as translucency.
强度-设置半透明物质的浓度。0是完全半透明
Color - use this color swatch to set the translucency color.
色彩-设置半透明物质的颜色。
Note:
Keep in mind that this translucency effect is NOT a Sub Surface Scattering effect like you find them in the fR-Skin or fR-Wax materials. This effect is perfect for leaves in tree or curtains or “flat” objects. It is not good to simulate light entering into a volume.
注意:这里的半透明效果不是次表面散射(SSS)效果(在fR-skin和 fR-wax材质里面)。
这个选项可以表现树叶或者窗帘等平板物体,而不能很好表现光在物体中的透入效果。
Anisotropy Group of Controls各向异性
Anisotropy - sets the anisotropy, or shape, of the highlight. A value of 1.0 will create circular highlights while a value of 0.01 will create an elliptical
highlight. The graph interface represents the change of shape of the highlight.
各向异性 控制高光表现的方向和走向曲度,1是圆形,0.01是椭圆。有图表作为表征。
Rotation - lets you define the orientation or rotation of the highlight. A value of 1.0 means 360 degrees and a value of 0.5 represents 180 degrees.
旋转方向-定义高光旋转方向,1表示360°,0.5表示180°。
Important: When using texture-mapped Anisotropy Rotation, make sure the texture is not antialiased (filtered). Set the map’s Blur parameter to 0.0. Otherwise the antialiased pixels will cause local artifacts in the anisotropy.
注意:各向异性-旋转中使用通道,请确认贴图没有被虚化过,请设置贴图的模糊值为0,否则反锯齿的像素将导致局部产生人为痕迹。(难道只能用windows画板处理的图?)
Automatic/Map Channel - allows to apply anisotropy to a specific map channel or use it in automatic mode which will use the object coordinates to align the anisotropy effect.
自动/贴图通道 - 自动或者通过贴图通道里面的贴图来干预最终结果。自动时候将与物体的坐标系相符。
最下面的小磁盘和▲按钮,是用来保存和调用已经预置好的建筑材质

☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆