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vray使用方法

室內(nèi)效果圖制作基礎(chǔ)教程 觀看預(yù)覽

室內(nèi)效果圖制作基礎(chǔ)教程

包含14節(jié)視頻教程
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這個(gè)是最好的室內(nèi)效果圖制作入門教程,從全局總結(jié)開始,進(jìn)入cad軟件3dmax軟件ps軟件一步一步教你制作室內(nèi)效果圖的全過程

關(guān)閉

一、 v-ray簡單入門

1、建立場景,(怎樣的場景不用我多說了,看書吧。)認(rèn)為材質(zhì)和攝影角度滿意后,將渲染器設(shè)為 vray渲染器(Common→Assign Renderer),這一步驟和mental ray渲染器的設(shè)法是一樣。

2、在渲染菜單中,在indirect illmination(GI)下,勾選On, 就可以渲染出最簡單的GI效果(默認(rèn)參數(shù))來。

3、是不是發(fā)現(xiàn)物體邊緣有很多鋸齒邊?下邊再勾選Image sampler(Anti-aliasing)中的 使用高級搞鋸齒方式進(jìn)邊消邊。

其實(shí)速度跟所謂的參數(shù)設(shè)置有緊密關(guān)系的,參數(shù)設(shè)置(要求)高,速度就會降低。但質(zhì)量會提高。所以說在效果圖的渲染中參數(shù)要跟據(jù)具體要求進(jìn)行考究,理想的設(shè)置是速度與質(zhì)量找到一個(gè)平衡點(diǎn)。

還有一個(gè)Multiplier數(shù)值要注意,它控制著二級照明強(qiáng)度,將它調(diào)大場景也許會更亮,
但不要和燈光強(qiáng)度概念混淆了。

4、 VRAY的渲染參數(shù)面板中, 有一個(gè)環(huán)境Environment, 只有兩項(xiàng)
一個(gè)是Environent color(環(huán)境顏色)選項(xiàng) ,它的作用mental ray、FR的環(huán)境色一樣
一個(gè)是環(huán)境貼圖以及強(qiáng)度設(shè)置。
   從功能上來說,它是取代MAX自身參數(shù)的,最重要的作用應(yīng)該是用來支持簡化的HDR方式,就象FR渲染器一樣,可以設(shè)置環(huán)境貼圖的照明強(qiáng)度。
要得到天空光效果也很容易,打開G I后,在MAX環(huán)境菜單中把缺省的黑色改成一個(gè)蘭灰色,或者給它一個(gè)球形環(huán)境貼圖。

5. VRAY對于渲染的視圖有嚴(yán)格的要求,它必須是在有透視的視圖中才能渲染,比如。透視視窗,攝影機(jī)視窗。對于T、B、R、L、  S、K、F、U 這一類,沒有透視的視窗是什么也不會渲染的。


v-ray 入門(1)——全局光照明
我個(gè)人的理解,vray在不打開gi的情況下與好像與max掃描線渲染器差不多,打開gi, 有兩種方式急性全局光照,
1) 直接計(jì)算,速度極慢,但gi光照效果準(zhǔn)確
2) 模擬計(jì)算,在原渲染結(jié)果上附加一層光照貼圖(vray快速gi的秘訣),
全局參數(shù)的設(shè)置:
1. Max rate 參數(shù)與Min rate參數(shù)
我的理解: 此值表現(xiàn)光線的層次分布
將屏幕分成一個(gè)各小區(qū), 光線在此分布, 設(shè)置越高, 光線層次越密集,
光線過渡越光滑,自然,越明顯 ,也是圖片清析的要訣

1 ) Vray在計(jì)算光照貼圖時(shí), 將場景細(xì)分成一個(gè)個(gè)基本正方形, 每個(gè)正方形的頂點(diǎn)都有一個(gè)顏色, 如果你定義一個(gè)頂點(diǎn)為藍(lán)色,另一個(gè)頂點(diǎn)為紅色,那么他們之間將是用藍(lán)色到紅色的平滑漸變 , 光照貼圖正是用頂點(diǎn)顏色來表達(dá)燈光效果的。
2) Min rate 參數(shù)控制細(xì)分的最小值.
Max rate 參數(shù)控制著開始細(xì)分計(jì)算正方形的大小
渲染計(jì)算時(shí)渲染窗口中會出現(xiàn)一個(gè)個(gè)小方塊對場景進(jìn)行細(xì)分,剛開始出現(xiàn)小方塊的大小與Max rate的值相關(guān),其值越小方塊越大,花的時(shí)間越短. 第二遍細(xì)分計(jì)算方塊會更小
最后一遍計(jì)算時(shí)的方塊大小由Min rate決定
Min rate 主要
一般來說,模擬計(jì)算gi 時(shí)渲染時(shí)間主要花在光照貼圖的計(jì)算上了,計(jì)算遍數(shù)或者說幾幅光照貼圖 =(max rate值-min rate值 +1),

計(jì)算遍數(shù)或者說幾幅光照貼圖 =(max rate值-min rate值 +1) , 越多
效果就越好 也就是說 max/min 為 -9 / -2 時(shí), 效果比 max/min -3/-2好

2 其它參數(shù)
Hsph subdivs: 計(jì)算gi時(shí)的采樣值,與定義值為15,加大它肯定會增加渲染時(shí)間,但增加的不多, Hspr細(xì)分值 默認(rèn)為15,到25~30為佳,再大也會像b razil一樣了…………
注意此值表現(xiàn)材質(zhì)及貼圖的細(xì)膩程度, 光滑程度

Clr thershold Normr thershold

Interp. Samples: 40
(此值為光照貼圖加入原渲染結(jié)果的精度,可設(shè)大一點(diǎn),不太影響渲染時(shí)間)
此值太大 ,softing in surfaces, 一般 40即可
Secondary bounces: subd: 1, depth: 3
(注意:為達(dá)到良好的gi效果,最好不要關(guān)掉第二級反彈,節(jié)約時(shí)間的關(guān)鍵在于 max min 的值及光照貼圖的幅數(shù))也不要輕易的動原設(shè)定值。)depth大一點(diǎn),這樣, 渲染的細(xì)節(jié)就會多一點(diǎn)
As for sec. bounce subdivision parameter, I think it controls the sampling of the secondary bounces, that is the higher this number is the less noisy the image.
Depth 控制光線反射 ,反彈的次數(shù), 一般場景不超過 5
假如是玻璃, 應(yīng)該大一點(diǎn).

關(guān)于燈光 一次反彈與二次反彈的 Muliplier值問題 
1、非封閉空間,由于沒有很多物體做光線的反射,缺省的一次、二次反彈值都是一樣的,這樣可以彌補(bǔ)空間散失的反射光線。
    可以出效果,但是覺得這樣的效果很平淡。(建議不要這樣用。)
  
2、非封閉空間,可以利用環(huán)境貼圖做為補(bǔ)充照明,所以要把二次反彈值減小。(建議這樣用)要點(diǎn)是把環(huán)境貼圖和二次反彈值
    聯(lián)合在一起考慮。
  
3、封閉空間,環(huán)境貼圖已經(jīng)不起作用了,但是物體已經(jīng)可以形成足夠的二次照明,所以如果還是用缺省的值,二次反彈就會太亮,燈光布置足夠多的時(shí)候,連一次反彈都會太亮。所以我的習(xí)慣是燈光亮度、一次反彈、二次反彈的值呈降冪排列比如:
1. 2\0.8\0.5。
也可用 0.7\0.7\0.5

燈光參數(shù)的意義
On - should be obvious

Double-sided - this has effect only on planar maps. It will make them cast light on both sides.
兩面都發(fā)光。

Transparent - when this is on, the light will not be visible, but will cast light. This can be very useful for interior scenes - you can put transparent lights at the windows, instead of counting just on skylight.
不選中時(shí),燈是可見的。選中時(shí),燈不可見,可以用來模擬天光,窗口的進(jìn)光

Ingore light normals - by default VRay takes in account the angle between a shadow ray and the light. This produces a noisy image, even in areas that are completely lit (not in shadow). Turning this option on will make VRay ignore this angle and will make the image less noisy (but not physically correct).
默認(rèn)狀態(tài)下,vray...(此處不明),這將產(chǎn)生麻點(diǎn),即使在完全不在陰影中的區(qū)域內(nèi)。勾選中后vray將不考慮這種這種地方,麻點(diǎn)會少點(diǎn),(但物理上是不正確的)

No decay - by default VRay lights become weaker as the distance * them increases - this is how lights behave in the real world. However, it may not be very convenient to work with. Turning this option on will cause VRay to ignore this distance. You will probably have to adjust the Multiplier if you change this option. Also, it seems that using it causes some artifacts which we will try to fix.
不衰減

Store with irradiance map - this option allows you to store the diffuse illumination * a VRay light in the irradiance map. It may be useful in fly-through animations.
與光照貼圖一起保存,對游歷動畫很有用。

Type and Size I think are clear, with the exception of W size - currently it does nothing, since the two supported types need at most two dimensional parameters.

Subdivs - this controls the quality (graininess) of the shadows. Greater values will produce smoother shadows. The parameter determines the number of samples (per pixel) that VRay will make in order to calculate the shadows (actually, this parameter is the square of the number of samples). VRay may send less (but never more) shadow rays when possible without loss in visual quality.
控制陰影的質(zhì)量。大點(diǎn)會光滑一點(diǎn)。與采樣值的平方成正比。

Low subdivs - this is used instead of Subdivs for irradiance map calculations and also when the level of a ray becomes greater than the degrade depth (see below). Each intersection of a ray with a surface increases its ray level by one. For example reflections typically increase the level of a ray by one, and refractions - by two, since the ray needs to pass through the front and the back surface of the refractive objects.
這個(gè)看不懂,呵呵。

Degrade depth - this is the ray level after which Low subdivs will be used instead of Subdivs. In the recent version of VRay, sampling is to a large extent handled automatically, so you can * this to a large value without performance loss.
這個(gè)好像說沒用。嘿嘿。
小技巧:
1. 要獲得較理想的光照效果還必須打開二次光照反射,速度將會急劇的下降 二就是加大min rate和max rate(最多到-2,-1,再加大就像brazil一樣了),或在rate為-3,-2的情況下加大下面的Hspr細(xì)分值(默認(rèn)為15,到25~30為佳,再大也會像b razil一樣了……………… )!
調(diào)試過程中可以暫時(shí)關(guān)掉二次反彈,正式渲染的時(shí)候再打開,不建議關(guān)掉二次反彈換取速度,會少很多效果的。
  出現(xiàn)黑斑的處理方式:
  1)、優(yōu)化模型,去掉模型的相交,采取平接和稍微離開一點(diǎn)距離的方式。
  2)、加大Irradiance里Hsps Subdivs的值。
  
2 即使是單色的物體,比如白墻壁,都不要僅給它MAX的基本材質(zhì),在DIFFUSE里給它一個(gè)白色的貼圖圖片,可以減少產(chǎn)生黑斑。

3, 草圖計(jì)算時(shí), 可先用 320x240 圖幅計(jì)算光照貼圖, (用此方法可加速, 也可將Min rate值設(shè)低, 例如為 –2 達(dá)到較好精度 ), 將光照貼圖存盤,
根據(jù)vray作者的回答, 光照貼圖及圖幅的大小與出圖的質(zhì)量無關(guān), 但是, 它們的渲染時(shí)間卻不相同, 圖幅越小, 時(shí)間越短, 具體原因如下:
(問: I have noticed that rendering the same scene using different size region devisions, you get significantly different rendertimes. I haven't noticed any loss in quality really either. Could someone explain to me why there is a difference in speed. Also, is there a loss in quality? In my simple test scene I don't see any, but maybe in a more complex scene it would be noticable
答: There should be no difference in the final image, no matter what is the size of your render regions. However, every region requires some *up time. Also, when you use antialiasing filters, there is a border around each region that needs to be additionally rendered so that the edges of regions blend smoothly. As the region size increases, this additional work takes less time compared to the total render)

草圖計(jì)算參數(shù) (處標(biāo)注外,區(qū)域?yàn)槟J(rèn)值)
max/ min -7/-2 Interp. Samples: 100

下次正式計(jì)算時(shí)可調(diào)出, 正是出圖是最好直接計(jì)算GI(時(shí)間奇長)

v-ray 入門(2)——景深

1、參考建立場景,并開攝影機(jī)的Environment Ranges下的show選項(xiàng)。在數(shù)值里填上合適的數(shù)值,這些數(shù)值控制取景范圍。你會發(fā)現(xiàn)在視圖中,有條黃線會隨數(shù)值的更改會移動,根據(jù)調(diào)Near數(shù)值盡量把黃線放在Camera.target附近。當(dāng)然也許你的場景中的Near數(shù)值會我不一樣,沒關(guān)系的。(Camera.target的位置其實(shí)代表的就是興趣點(diǎn),也就是渲染完最清晰的那部份)

2、打開渲染設(shè)制,在Filtering/DDF卷展欄下,勾選在Depth of field下的ON選項(xiàng),然后在Focal dist里填入剛才那個(gè)Near數(shù)值,這樣就決定了興趣點(diǎn)的位置。也可以勾選Get * camera(直接從攝影點(diǎn)獲取興趣點(diǎn)),如果你勾選了Get * camera那么剛才的Near數(shù)值就不起作用了。(是不是有點(diǎn)多此一舉?如果你做的是靜帖,那么直接用Get * camera好了。)

3、 下面有兩個(gè)數(shù)值值得注意。
Shutter size:它控制著取景深度,如果把這個(gè)數(shù)值調(diào)高的話,那個(gè)景深的程度會更大些。(效果上看,更模糊點(diǎn)。)Subdivs:這個(gè)數(shù)值控制著景深效果的極別,把它調(diào)高的,可取得更理想的畫質(zhì),(圖3是Subdivs=3的效果,圖4是Subdivs=10的效果。當(dāng)然會增加渲染時(shí)間。我認(rèn)為最后渲染時(shí),至少要把它設(shè)為8以上。

4. 焦點(diǎn)模糊速度很快。
  A區(qū)是設(shè)置焦點(diǎn)模糊的,勾選ON就可以打開了,第一個(gè)按鈕是設(shè)置焦距的
  下面的勾,選取后就是以攝影機(jī)的落點(diǎn)為焦點(diǎn)。下來是快門的光圈尺寸,和現(xiàn)實(shí)中的攝影機(jī)一樣,光圈越小越清晰,越大景深越
淺越模糊。B 區(qū)是過濾方式,選項(xiàng)很豐富,自己慢慢去試吧。評價(jià)是可用、好用、設(shè)置簡單、速度飛快。
v-ray簡單入門(3)——焦散。
要作出焦散效果: shadow要用vray shadow , 反射和折射貼圖都要用VRAYMAP才行

焦散的參數(shù)簡單得只有4個(gè)參數(shù)
Sph Subdivisions
越大越真實(shí), 注意, 其值大小的2倍與渲染時(shí)間成正比
Multipler
越大焦散效果越明亮
Search Dist.
焦散光子的追蹤影響的范圍值, 調(diào)小了就會一個(gè)一個(gè)的光斑很明顯,如果大一點(diǎn)速度就會明顯下降,但是效果很好。

Max Photons
控制焦散效果的清晰與模糊, 越大, 越模糊, 其值為15時(shí), Sph Subdivions 大于6000后才起作用, 但這時(shí)的焦散效果并不是太好

1. 勾選參數(shù)后,加大MULTIPLIER值到60000左右就可以出效果了,你顆狠心將其加到100000(最大值), 其速度仍然飛快.
注意: 渲染時(shí)間的平方與sph subdivs參數(shù)值的兩倍成正比

2. 還有個(gè)辦法是加大燈光的亮度然后調(diào)整燈光的衰減值,根據(jù)其官方范例的的燈光設(shè)置時(shí),用vray light 將燈的強(qiáng)度調(diào)到20,000以上例如600,000,再打開燈光的指數(shù)衰減, 但是我想說的是如果這樣設(shè)置將使燈光的擺放位置成為問題,因?yàn)橛辛怂p,燈離的遠(yuǎn)些就會使場景迅速變暗,而更糟糕的是就會出現(xiàn)你渲染的圖里那種很亮的邊緣(靠近燈光)而另一邊很暗。

有辦法可以解決此問題,就是燈光使用默認(rèn)強(qiáng)度(一般為1.0),再到Vray渲染面板, 在散焦一欄里將強(qiáng)度(英文是Multiplier)設(shè)為800000左右,就可輕松設(shè)置燈光了!歡迎指教!

前一個(gè)方法簡單一點(diǎn),我常是兩者合用。我發(fā)現(xiàn)它的好處是焦散的效果似乎能落在透明材質(zhì)本身里面,這樣玻璃的效果非常好。
Actually, for the past month or so, you haven't had to stick to the method in the documentation, new features have since been implemented to make that outdated.
You can use any of the max standard lights. I've had good success with caustics by using normal light values (eg multiplier 1, no decay etc) and boosting the caustics multiplier in the vray rendering parameters instead to 100000. I also find that decreasing the caustic search parameter to 1 or less and increasing the subdivisions and photons will give really nice clear sharp caustics (no blurry splodges of light)

Again I wish there was a feature to save the caustics map, similar to how you can save the irradiance map. Also would like to be able to tell vray which lights to cast photons, as I usually only want 1 or 2 lights to cast caustics..... not all of them

v-ray簡單入門(4)——材質(zhì)的制作
1. 金屬的制作: As for the metal material, * diffuse color to be a dark to very dark grey - VRay reflection map to almost white, say 80 - 85* white and glossiness 20 - 40 depending on how soft you want. Glossy samples should be at least 6 but 8 provides a nice smooth result with just enough noise to create a shimmery feel. I'll do tests at 4 samples just to get quicker idea. The nice thing about now being able to save irradiance maps is that testing refections and refractions is much faster.

Crome.
Make a Vray Material.
Set the reflection color to a full white for a absolutly perfect crome surface. (you might want to mess it up a bit?)

2. 玻璃的制作:
331.2 in reply to 331.1
Glass.
Make a Vray Material.
Set the reflection color to a full white and make it fresnel.
Set the refraction color to a near full white.
Set the IOR around 1.55.

Yes, you can do fast, realistic thin glass just by making a transparent material with in IOR of 1 and Fresnel reflectance with an IOR of 1.6 or so - but until VRay gets itself a proper, integrated material, it won't look quite right with GI and caustics - but it doesn't do that yet anyway.

well. for architectural renderings, I've been using architecturalglass (doh!), a free */material that quickly helps you make good fast rendering glass by automating the task of getting up and running those falloff maps one should use when making realistic glass. The only thing you've to do by hand (because it even has pre* parameters| remember to click on faloff and shadow maps boxes to get them generated) is to change the generated raytrace map for a vray map, so it gets realistic reflections rendered. The fresnel parameter works nice with scanline, and you'd have to do the same thing with the map (change it to vray map and * it to refraction). Get it at www.*spot.com Works well for me

3 bump貼圖問題

有四種解決在間接光照下bump的辦法,

1. 用Direct GI (等于沒說), 不過這是Vlado說的,權(quán)威性不消說,我看得心都涼了。

2. 使用Glossy Reflection, 這樣可以比較真實(shí)地計(jì)算出bump。給一點(diǎn)點(diǎn)反射貼圖,使用glossy模式(vraymap中的)。但是........時(shí)間也不好說了。相信是正確的,我也試了一下。時(shí)間寶貴,舍不得開glossy,直接reflection了。

3. 使用大片的vraylight面光源來模擬天光,而不是直接使用天光。Vlado也提到用vraylight這一點(diǎn),當(dāng)時(shí)沒明白,今天看到vlado給出的他sponza渲染,明白了。這個(gè)對于完全室內(nèi)的(如前面的那個(gè)室內(nèi)教堂)還是有問題的。我想來我只能偷偷地打輔助光了

4. Concerning bump maps: Correct bump maps are already supported, it's only sample madness. You need a lot of GI samples and for shiny materials the speculars

如何模擬室外窗口照亮室內(nèi)的scene
so what's now with an checkbox for interiorscenes.

First You had to overexpose the sun and sky, and then you had to define the windows as lightsource.... a special windowsmaterial would be the same...

三 使用經(jīng)驗(yàn):
1: 燈光:增加VRAYLIGHT燈,可修改長寬,可做線槽發(fā)光效果。
SAMPING是用來調(diào)整陰影精度的,但速度也會慢。
建議:使用MAX自帶的燈,可提高速度,做線槽發(fā)光效果再用。

2: 貼圖:MAX中增加兩個(gè)VRAY貼圖,反射中用VRAYMAP,
建議:可不用修改參數(shù),修改色彩即可?商岣咚俣。

3: 渲染:勾選ADAPTIVE項(xiàng),其中參數(shù)可提高渲染抗鋸齒精度 .勾選INDIRECT
ILLMINATION項(xiàng)打開

4. gi時(shí) 只有vray專用影子,才有陰影 ,反射必須用vray貼圖

5 做焦散燈光強(qiáng)度要高300-1000
燈光要用反比衰減
陰影最好打開vray map.
還有焦散的光子反彈量要在300-1000左右

4. 關(guān)于反射的效果,你只要在反射里面貼上vray專用反射帖圖就可以獲得很好的效果了。 如果你打開GI,最好不要讓天空是黑色(除非是夜景)因?yàn)槿绻阏{(diào)了反射的話,就很可能反射的是天空,當(dāng)然是黑色的了……因?yàn)関ray對反射算的很精確.

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