First, modeling methods and matters needing attention
1, quadrilateral space or polygon space, first draw the plane, ceiling and facade with CAD.
Enter 3D, export CAD, set the absolute coordinates of CAD drawing to 0,0,0, draw lines with straight lines, and then extrude the indoor height to turn the volume into an editable polygon. Then, in this geometry, the door opened and the window opened.
2. If the top surface is fancy, use the top surface to push out the shape, and then make the bottom floor. 3. Key competencies are ignored:
First, open the door anyway ... make the ceiling ... put several separated faces in front of a whole space, and don't follow.
Move the ground left and right. Otherwise, it will cause light leakage.
Because this hole ... will produce extra lines on the surface. Try not to delete it, which will cause uneven refraction and light leakage on the wall.
Light. If the indoor space model can be done well, the modeling project will be completed. Second, indoor rendering performance and drawing process 1, testing stage
2. Drawing stage
Three. Setting and parameter interpretation of Vray renderer 1 Open the renderer F 10.
Or two. Call the method.
3, male * * * parameter settings
The width and height are set to 1, and the rendered frame window is not checked.
4. Frame impact area
Check Enable Built-in Frame Buffer and uncheck Get Resolution from Maximum.
5. Global switch (effective for all objects in the scene when set)
① Replacement: refers to whether to use the replacement command.
② Lighting: refers to whether the lighting of the scene is used.
③ Default lighting: refers to the two default lighting in the scene, which must be turned on and off when used. ④ Hidden lights: Whether to use hidden lights in the scene. ⑤ Shadow: refers to whether the light produces shadow. ⑥ Global light: generally used.
⑦ Do not render the final image: refers to whether the final result will be displayed after rendering. ⑧ Reflection/refraction: refers to whether the material of the scene has reflection/refraction effect. Pet-name ruby maximum depth: refers to the number of times of reflection/refraction.
Attending to cover materials: replace all materials in the scene with one material. Usually used when rendering lights. ⑾ Smoothing effect: the best effect of material display.
6, image sampling (control the sawtooth effect of the rendered image.
)
① Type:
I. Fixed: It is the simplest sampler and uses a fixed sample for each pixel.
Two. Adaptive quasi-Monte Carlo: different numbers of samples are generated according to the brightness difference between each pixel and its neighboring pixels. It is the first choice with many small details. Minimum Subdivision: defines the minimum number of samples used for each pixel, generally 1. Maximum Subdivision: defines the maximum number of samples used per pixel.
ⅲ. Adaptive subdivision: If there are few details in the scene, it is the best choice; if there are many details, the effect is not good and the rendering speed is slow. ② Anti-aliasing filter:
I. Area: II. catmull-ROM: III. Mitchell-Netravali: 7. Indirect lighting (indirect light effect of lighting)
① First bounce: When the light passes through the reflecting or refracting platform, it will have the effect of first bounce. ② Secondary rebound: When the check box is enabled, a secondary rebound will occur in the global lighting calculation. ③ Global light engine:
Luminous mapping: calculate the diffuse surface luminescence of objects in the scene. Advantages: Luminous mapping is very fast. The noise effect is very concise and lively.
You can reuse the saved halo map for other snapshots. Disadvantages: Some details will be lost during indirect lighting.
If you use a lower setting, the rendered animation will flicker a little. Luminous maps can cause extra amnesia.
When indirect illumination is used to calculate motion blur, it will produce noise and affect the image quality.
④ Photon mapping: It is a good choice for indoor or semi-closed scenes with a lot of light or few windows. If directly
Use, will not produce good enough effect.
Advantages: Photon mapping can generate an approximation of the light field very quickly.
Like halo maps, photon maps can be saved or recalled, especially when rendering different perspectives.
In the process of image or animation, the rendering speed can be accelerated.
Disadvantages: Photon mapping generally has no intuitive effect. Need to occupy additional memory.
In the process of calculation, the indirect illumination calculation of moving objects in motion blur is sometimes not completely correct.
Photon mapping needs real light to participate in the calculation, and indirect illumination generated by ambient light cannot be calculated. ⑤ Quasi-Monte Carlo: It will be faster to calculate the fuzzy reflection surface of objects in the scene. Advantages: Luminous mapping operation speed is fast. The fuzzy reflection effect is very good.
For depth of field and motion blur, the operation effect is faster. Disadvantages: It will be slow to calculate indirect illumination.
The higher the setting, the slower the rendering effect will be.
⑥ light buffer: it is a rendering similar to global illumination in the scene, similar to photon map, but without other restrictions.
Mainly used for indoor and outdoor rendering calculation.
Advantages: The lighting map setting is simple, and only the light visible to the camera needs to be tracked. There is no restriction on the type of illumination, and all types of illumination are supported.
It can produce correct effects on the periphery and corners of small objects. The preview effect of the lights in the scene can be displayed directly, quickly and smoothly. Disadvantages: Only Vray materials are supported. Like photon mapping, illumination mapping cannot be adaptive, and luminous mapping can calculate the fixed resolution of user intersection. The moving objects in motion blur cannot be calculated completely correctly.
Support for bump types is not good enough. If you want to use bump effect, you can use glow map or directly calculate GI. Saturation: refers to the lightness of color, also known as the purity of color. Contrast: refers to the measurement of different brightness levels between the brightest white and the darkest black in the bright and dark areas of an image, and the greater the difference range.
The greater the contrast, the smaller the difference range means the smaller the contrast.
8, glow map
Minimum ratio: refers to the resolution of the first transmission. Maximum ratio: refers to the final resolution.
Color Threshold: Determines the sensitivity of the halo mapping algorithm to indirect illumination changes. Standard threshold: Determines the sensitivity of the halo mapping algorithm to surface normal changes. Spacing Threshold: Determines the sensitivity of the halo mapping algorithm to the distance between two surfaces. Model subdivision: determine the quality of a single GI sample. Decimal values produce black spots. Interpolation sampling: defines the number of GI samples used for interpolation calculation. Great value and good details.
Display calculation status: display the transmission process of luminous graph. Show Direct Lighting: Displays the direct lighting effect of the halo map. Show Sample: Displays a small sample of the halo map. Added details: Mode:
Single frame: The default mode calculates a single halo map for the entire image.
Multi-frame addition: It is useful when rendering the frame sequence of camera motion.
Add to Current Map: A brand-new luminous map will be calculated and added to the existing map in memory.
Incrementally add to the current map: use the existing map in memory and optimize it without enough details. Used for multi-view rendering. From file: Use saved photon file.
Block mode: Scattered glow map is applied to each rendering area. Auto-save: it means that a photon file will be saved according to the specified path when rendering.
9, lighting buffer
Subdivision: Set the fineness of lighting information. Test 200 Final 1000-2000
Sample Size: Determines the interval between samples in the light map. The smaller the value, the smaller the mutual distance between samples.
Close. This painting is exquisite. The formal drawing is set below 0.0 1.
Proportion: used to determine the sample size and filter size. Screen: Suitable for still pictures. generation
Boundaries: used for animation.
Number of processes: the number of light map calculations. There is no dual-core CPU to use 1.
Save direct light: at the same time, save the information about direct light illumination in photon map. Mode: Same as Halo Map, but buffering light.
10, environment (doesn't work for a fully enclosed space. It must be an open space or can be influenced by the external environment)
Color: refers to the color of ambient light. Not the background color.
Reflection: refers to the reflection effect in the environment. Will be affected by the color of ambient light.
Refraction: refers to the refraction effect in the environment. Will be affected by the color of ambient light.