包含2節(jié)視頻教程
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在本節(jié)課中,我們將著眼于如何呈現(xiàn)和使用mental ray和Photoshop完成我們的科幻飛船模型。
In this section of the tutoial, we'll be looking at how to render and finish our sci-fi airship model using mental ray and Photoshop.
First let's start by opening the scene 'airship.MA', or import your own model if you'd prefer to use that. In the Windows menu, access Settings and Preferences, then open the Plug-in Manager. In here, enable the 'mayatomr.bundle'. Next, under the Display Render Settings tab, we need to enable mental ray. In this tab, under Common, scroll down to Render Options and uncheck the Enable Default Light box.
首先,讓我們打開場(chǎng)景“airship.MA”開頭,或?qū)胱约旱哪P停绻愀敢馐褂盟。在Windows菜單,訪問設(shè)置和首選項(xiàng),然后打開插件管理器,在這里,使“mayatomr.bundle”。接著,顯示下渲染設(shè)置選項(xiàng)卡中,我們需要啟用mental ray的。在這個(gè)選項(xiàng)卡中,普通下,向下滾動(dòng)到渲染選項(xiàng),然后取消選中啟用默認(rèn)燈箱。
When choosing a background image, it's important that our airship will fit into it compositionally. In order to create more width and landscape, we can easily widen the image in Photoshop with the Crop tool. In the assets folder you'll also find a tower. Place the tower on top of the image and flip it horizontally. By adjusting the color settings, you can off-set the colors to add more of a blue tint to it until you're happy it matches the environment of the background image. Save and close.
當(dāng)選擇一個(gè)背景圖片,這是我們的飛船將適合它組成是非常重要的。為了創(chuàng)造更多的寬度和景觀,我們可以很容易地?cái)U(kuò)展圖象在Photoshop與裁剪工具。在資產(chǎn)目錄,你還可以找到一個(gè)塔。廣場(chǎng)上的圖像的頂部塔和水平翻轉(zhuǎn)。通過調(diào)整顏色設(shè)置,可以抵銷的顏色,以增加更多的藍(lán)色調(diào)它,直到你滿意它的背景圖像的環(huán)境相匹配。保存并關(guān)閉。
To import the background image, we first need to access the camera settings. Under the Environment tab, press Create and plug in our prepared background image. At present our image will cover the ship, so in order to offset it behind the ship, we can adjust the depth under the Placement settings. Finally, let's select the Image Plane in the viewport and assign it to a new layer. This way we can view or hide it easily.
要導(dǎo)入背景圖像,我們首先需要訪問攝像機(jī)設(shè)置。在環(huán)境選項(xiàng)卡,按創(chuàng)建并插上我們準(zhǔn)備的背景圖像。目前我們的形象將涵蓋船舶,所以為了彌補(bǔ)它的船后,我們可以調(diào)整下的位置設(shè)定的深度。最后,讓我們?cè)谝暱谥羞x擇圖像平面,并將其分配到一個(gè)新的層。這樣我們就可以查看或容易隱藏。
For this project we shall use the Mia_Material_x. To understand how this works, I have laid out a quick illustration of the parameters of this material. In the Color node we can place our Diffuse textures. In the Reflection Color we can tint the Glossiness output. It's important to note that the grayscale maps in Color will also drive the Reflection output, where black is matte and white is shiny. This is the same for the Reflectivity, where I've plugged in a black-and-white checker to demonstrate the difference. The gloss works the same way, where black will drive a noisier output to super shiny glaze. Finally we can make chromium or metallic finishes by adjusting the BRDF in a similar manner, where black with full gloss creates a perfect mirror.
對(duì)于這個(gè)項(xiàng)目,我們將使用mia_material_x材質(zhì)。要理解這是如何工作的,我已經(jīng)制定了這種材料的參數(shù)的快速插圖。在顏色節(jié)點(diǎn),我們可以把我們的漫反射貼圖,在反射顏色,我們可以著色的光澤度輸出它指出,在色彩灰度地圖也將帶動(dòng)反射輸出,其中黑色為磨砂白色有光澤非常重要的。這是反射率,在那里我在黑色和白色的檢查已經(jīng)插到表現(xiàn)出同樣的的差異,光澤的工作方式相同,在黑將帶動(dòng)一個(gè)嘈雜的輸出超瑩潤。最后,我們可以通過類似的方式,在黑與全光澤創(chuàng)建了一個(gè)完美的鏡子調(diào)整BRDF使鉻或金屬漆。
All of the metals on the body are applied in the same manner as above. For the normal map, open up the Bump node and plug the normal map into the Standard Bump node.
When this node opens, select Tangent Space Normals. You can preview materials in the viewport by pressing 6. Press 5 to revert back to the smooth shaded mode. Apply the main body diffuse to the Color tab and the Reflection Color tab. The specular map can then be used in both the Reflective node and the Glossiness node. Also, input the specular map to the '0 Degree Reflection'. Remember to enable the 'Alpha is Luminance' option.
所有身體上的金屬的以與上述相同的方式施加。對(duì)于法線圖,打通凹凸節(jié)點(diǎn)和插件正常映射到標(biāo)準(zhǔn)凹凸節(jié)點(diǎn)。
當(dāng)此節(jié)點(diǎn)打開時(shí),選擇切線空間法線。你可以通過按6按5恢復(fù)到平滑著色模式預(yù)覽視窗材料。申請(qǐng)主體彌漫顏色選項(xiàng)卡,并反射顏色選項(xiàng)卡,高光貼圖然后可以在兩個(gè)反光節(jié)點(diǎn)和光澤度節(jié)點(diǎn)來使用。另外,輸入鏡面位置圖“0程度的反射”。請(qǐng)記住,使“Alpha是亮度”選項(xiàng)。
The glass material is different to the metal in that we do not apply a map to the BDRF. First apply your specular map to the glossiness, and leave the reflectivity at a standard. The diffuse can be plugged into the reflective color if you wish. Lastly apply our diffuse map to the color tab. As well as using the 6 key to see textures in real time, it may be a good idea to make some quick preview renders as you go, using a basic physical sky light under the Scene menu in the Render Settings Window.
該玻璃材料中的金屬不同,我們不應(yīng)用映射到BDRF。首先用你的高光貼圖的光澤度,并保留在一個(gè)標(biāo)準(zhǔn)的反射率。如果你想漫可插入反射顏色。最后運(yùn)用我們的漫反射貼圖顏色選項(xiàng)卡。除了使用6個(gè)關(guān)鍵看實(shí)時(shí)的紋理,它可能是一個(gè)好主意,使一些快速預(yù)覽渲染,當(dāng)您去,用場(chǎng)景菜單下的一個(gè)基本的物理天光在渲染設(shè)置窗口。
First create a physical sun and use the scale to enlarge the sun direction arrows. Then rotate the sun direction of the shadows on the background image. Next create an image-based light sphere and import an HDR image to this. I will use the glacier.HDR supplied. The HDR intensity can also be tuned with the alpha color settings in the HDR plug-in menu, but usually the standard setting is apt.
首先創(chuàng)建一個(gè)物理防曬和利用規(guī)模擴(kuò)大太陽方向的箭頭,然后旋轉(zhuǎn)背景圖像上的陰影太陽方向。接下來,創(chuàng)建一個(gè)基于圖像的光球和導(dǎo)入HDR圖像這一點(diǎn)。我會(huì)用冰川.HDR提供。該HDR強(qiáng)度也可與在HDR插件菜單阿爾法顏色設(shè)置調(diào)整,但通常的標(biāo)準(zhǔn)設(shè)置容易。
mental ray portal lights are powered by the environment IBL we plugged in earlier. The difference is that we can now more accurately boost the IBL in certain places using the portal lights. To create a portal light, we must first create a standard area light, scale it up and point in the direction of our airship. Under the Custom Shaders menu in the area light's attributes, select the Light Shader tab and input a mia_portal_light. If you wish to increase or decrease the intensity, this can be done by manipulating the Intensity Multiplier.
mental ray的門戶燈是由IBL我們?cè)谇懊娌迦氲沫h(huán)境供電。不同的是,我們現(xiàn)在可以更準(zhǔn)確地促進(jìn)IBL在使用門戶燈光某些地方。要?jiǎng)?chuàng)建一個(gè)入口燈光,首先要?jiǎng)?chuàng)建一個(gè)標(biāo)準(zhǔn)的區(qū)域光,它的規(guī)模并在我們的飛艇的方向點(diǎn)。在該地區(qū)的光的屬性自定義著色器菜單中,選擇光著色器選項(xiàng)卡,并輸入一個(gè)mia_portal_light。如果你想增加或減少的強(qiáng)度,這可以通過操作來完成強(qiáng)度倍增。
Geometry as a light source: This is an optional method for creating a light source. I've set up a quick little scene to demonstrate. By selecting any piece of geometry and assigning a new mia_material, we can then assign a mia_light_surface node to the additional color under the Advanced tab. In order for the lit object to disperse light to surrounding geometry, we first need to bump up the fg_contribution under the Parameters tab. The higher the fg_contribution, the more the light will spread. To eliminate blotchy light gradients, open the Render Settings window and enable Final Gather. By increasing the accuracy and point interpolation, you will improve the quality but increase render times.
幾何圖形作為光源:..這是創(chuàng)建光源我已經(jīng)成立了一個(gè)小巧的現(xiàn)場(chǎng)演示通過選擇任何幾何體,并賦予新的mia_material一個(gè)可選的方法,我們可以指定一個(gè)mia_light_surface節(jié)點(diǎn)到另外顏色的高級(jí)選項(xiàng)卡下,為了讓被照物體驅(qū)散光周圍的幾何體,我們首先需要的參數(shù)選項(xiàng)卡下顛簸起來的fg_contribution。在fg_contribution越高,光越會(huì)蔓延。為了消除斑點(diǎn)光漸變打開渲染設(shè)置窗口,并啟用最終聚集。通過提高精度和插補(bǔ)點(diǎn),你將提高質(zhì)量,但會(huì)增加渲染時(shí)間。
Spot lights: In conjunction with object lights, spot lights can be used to cheat object light direction. By setting the fg_contribution value to 0 in the object light settings. We can then place a spot light in the scene. A great way to see where your spot light is shining is to select it, and then under the Panels menu in the viewport, select 'Look Through Selected'. This way the spot light acts as a temporary camera enabling you to accurately place its path of projection.
聚光燈:......在與對(duì)象一起燈,投光燈可以用來欺騙對(duì)象光線方向的物體光設(shè)置fg_contribution值設(shè)置為0,那么我們可以一個(gè)偉大的方式放置聚光燈在現(xiàn)場(chǎng)看到你的聚光燈照耀著是選擇它,然后在視口中的面板菜單中選擇“瀏覽選擇”。這樣的射燈作為一個(gè)臨時(shí)的攝像頭使您能夠準(zhǔn)確地將其投影的路徑。
Now we are ready to render our final image. Let's first select the mentalrayIbl (IBL sphere) and turn off its primary visibility in the attribute editor. This can be found under the mentalrayIblShape1 Render Stats tab. Next make sure your background image is also turned off. In the Render Settings window, set the file type to PNG or TIF, whichever you prefer. Set the image size you desire and make sure Final Gather is enabled under the quality settings. This will be in the legacy options.
現(xiàn)在,我們已經(jīng)準(zhǔn)備好為了使我們的最終圖像。我們首先選擇mentalrayIbl(IBL球體),并關(guān)閉其主要的知名度在屬性編輯器,這可以在mentalrayIblShape1下找到渲染統(tǒng)計(jì)信息標(biāo)簽。下一步要確保你的背景圖片也被打開關(guān)閉。在渲染設(shè)置窗口,設(shè)置文件類型為PNG或TIF,無論你喜歡把想圖像大小,并確保最終聚集在質(zhì)量設(shè)置中啟用,這將是在傳統(tǒng)的選項(xiàng)。
If we bring our final render into Photoshop and place it on front of our background image, we may need to slightly tweak the import or background to fine tune blend the color. This can be done using the Color Balance under the Image > Adjustments menu. I've also supplied a steam.psd which you can use to add some life to the scene. But decreasing the exposure value and opacity of this layer we can help blend it to look more like a dark smoke in the sky.
如果我們把我們的最終渲染到Photoshop,將它放在我們的背景圖像的前面,我們可能需要稍微調(diào)整進(jìn)口或背景微調(diào)混合的顏色。這可以在圖像>調(diào)整菜單下使用的色彩平衡來完成。我還提供了一個(gè)steam.psd,你可以用一些生活增添了現(xiàn)場(chǎng),但減少這一層,我們可以幫助其融入到看起來更像是在天空中黑煙的曝光值和不透明度。
It's very easy to completely change our scene because once you change the IBL image it will also drive the color from the portal lights. By rotating the IBL and the sun, we can drop an array of images behind our ship and match the lighting pretty quickly. There are also tons of free Photoshop plug-ins and free background images online to use . For free filters, many good ones can be found here and lots of beautiful background images can be found on www.textures.com. Go have fun!
這很容易徹底改變我們的場(chǎng)景,因?yàn)橐坏┠愀淖兞薎BL的圖像也將從門戶燈驅(qū)顏色。通過旋轉(zhuǎn)IBL和太陽,我們可以放下我們的船后面圖像的數(shù)組,很快匹配照明系統(tǒng)。還有噸的免費(fèi)Photoshop插件和免費(fèi)背景圖片在網(wǎng)上使用。對(duì)于無過濾器,很多好的可以在這里找到和許多漂亮的背景圖片可以www.textures.com找到。去尋找快樂!
As for materials, it's a good idea to test your light on color-neutral objects. By inserting two spheres into our scene and applying a standard mia_material_x to one and a mia material_x preset of chrome to the other, we can get a good representation of light shadow and intensity as well as atmospheric hue. To go a step further you can even apply a flat gray to your vehicle to check for shadow lines. Import different HDR images to test the outcome.
至于材料,它的測(cè)試上的中性色物體的光線是個(gè)好主意。通過將兩個(gè)球到我們的現(xiàn)場(chǎng),并應(yīng)用標(biāo)準(zhǔn)mia_material_x材質(zhì)到一個(gè)和鍍鉻的MIA material_x預(yù)設(shè)給對(duì)方,我們可以得到一個(gè)很好的代表性光影和強(qiáng)度以及大氣的色調(diào),再向前邁進(jìn)一步,你甚至可以將一臺(tái)灰色到您的車輛檢查影線。導(dǎo)入不同的HDR圖像測(cè)試結(jié)果。
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