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iClone 6機器人修復

Thinking Particles思維粒子 觀看預覽

Thinking Particles思維粒子

包含2節(jié)視頻教程
關注3.4萬

Thinking Particles思維粒子是強大的3dmax粒子插件,他基于節(jié)點的工具,讓不會編程的你也可以像編程一樣控制你的粒子系統(tǒng)。輕松制作出美國大片級別的大場景粒子效果。

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使用Reallusion的iClone 6創(chuàng)建并呈現(xiàn)3D場景,利用新集成的 Allegorithmic SubstanceSoft Cloth Physics Indigo Render

Create and render a 3D scene with Reallusion's iClone 6 utilizing the newly integrated Allegorithmic Substance, Soft Cloth Physics and Indigo Render

Reallusion iClone 6 enables users to create 3D scenes in real time, complete with lighting, cameras and new tools to render commercial-quality 3D art. In this project, 'Robot Restoration', I've created and rendered a scene that demonstrates the result of using iClone 6, Allegorithmic Substance Designer and Indigo RT Renderer.

Relecusion iClone 6使用戶能夠實時創(chuàng)建3D場景,完成照明,相機和新工具,以渲染商業(yè)品質的3D藝術。 在這個“Robot Restoration”項目中,我創(chuàng)建并呈現(xiàn)了一個場景,演示了使用iClone 6,Algorithmic Substance Designer和Indigo RT Renderer的結果。

Reallusion has carved a complete path for 3D artists to easily create scenes that incorporate Substances and render like a pro with Indigo directly from iClone 6. Learn how to use the rapid development tools inside iClone 6 to quickly compose scenes in real-time, add and edit multi-layer material Substances, and instantly send everything readied to render by iClone 6 to the physically-based renderer, Indigo.

Reallusion為3D藝術家們創(chuàng)造了一條完整的道路,輕松創(chuàng)建了將物質與Indigo直接結合使用的場景,直接從iClone 6中學習。了解如何使用iClone 6中的快速開發(fā)工具快速組合場景,實時添加和添加 編輯多層物質物質,并立即將所有準備好的iClone 6渲染到物理渲染器Indigo上。

This tutorial will cover how to:

1. Import models

2. Compose a 3D scene: place models, lights and camera

3. Apply and edit substances: .sbsar, Substance 200 and Substance Designer

4. PhysX physics: soft-cloth

5. Auto-convert and apply Indigo shaders

6. Render a scene in Indigo

本教程將講解的內(nèi)容:

1.導入模型

2.組合3D場景:放置模型,燈光和相機

3.應用和編輯物質:.sbsar,Substance 200和 Substance Designer

4. PhysX物理:soft-cloth

5.自動轉換并應用Indigo shaders

6.在Indigo渲染場景

Step 1: Importing 3D models

The 3D models for this project were imported using Reallusion's 3DXchange 5, which gives artists a way to easily import their 3D files or animations for use in iClone 6. Imported models in this project are mixed with some of Reallusion's 3D models from their marketplace to generate the full assortment of assets for my project. I can easily import 3D files from FBX, OBJ, SKP or 3DS formats with the ability to smooth models and support materials. I can also size models to the desired scale and then export to iClone for use in real-time scene composition.

步驟1:導入3D模型

該項目的3D模型是使用Reallusion的3DXchange 5導入的,它為藝術家提供了一種輕松導入其3D文件或動畫用于iClone 6的方法。該項目中的導入模型與Reallusion的3D模型與市場中的一些混合,以產(chǎn)生 為我的項目提供完整的資產(chǎn)。 我可以輕松地從FBX,OBJ,SKP或3DS格式導入3D文件,具有平滑模型和支持材料的能力。 我也可以將模型大小調(diào)整到所需的尺度,然后導出到iClone以用于實時場景組合。

Step 2: Real-time 3D scene composition

iClone 6 3D models and scene assets are stored in the Content folder, where imported files are kept inside a Custom folder. Reallusion content packs are stored as Templates and sorted by content type, such as: Characters, Props, Terrain, Trees, Skies and Lights. 3D models from any Content folder are applied to the scene by drag-and-drop to place the model into position, or by double-clicking the file to place the model at 0,0,0 xyz coordinates. Objects can be transformed, rotated, or scaled, and their properties can be edited in the Modify Panel including physics and materials.

第2步:實時3D場景組合

iClone 6 3D模型和場景資源存儲在Content文件夾中,導入的文件保存在Custom文件夾中。 Reallusion內(nèi)容包存儲為模板并按內(nèi)容類型進行排序,例如:角色,道具,地形,樹木,天空和燈光。 來自任何Content文件夾的3D模型通過拖放應用于場景,將模型放置到位,或者雙擊文件將模型放置在0,0,0 xyz坐標。 對象可以被轉換,旋轉或縮放,并且可以在“修改”面板中編輯其屬性,包括物理和材料。

Above is a shot of my scene setup in iClone 6, where real-time scene composition lets me quickly place my models, assign materials, set my lighting, and position my cameras.

以上是我在iClone 6中的場景設置的一個鏡頭,實時場景組合使我能夠快速放置我的模型,分配材料,設置照明和定位我的相機。

Step 3: Applying and editing Substance materials

Substances are multi-layered materials that can be applied to 3D models and edited via the integrated Substance slider bars to alter the look of each material layer. For example, in this project I

began with a 3D model of my robot toy that looked as if it were a new toy, but the idea was to make that robot look like an antique that had seen lots of play. I imagined that the person restoring

the robot wanted to give it a completely new look with fresh paint.

To achieve the antique effect of the robot I used a Substance that layered paint over wood and gave many parameters in the Modify panel to edit the Substance material with enough patina (a thin, green layer of copper) to add 20 years of age and rough-play to my robot.

The multi-layered Substance used in this scene comes with iClone 6. Substances are highly tweak-able inside iClone 6, where Reallusion has made over 200 Substances available via the Substance 200 content pack add-on.

步驟3:應用和編輯Substance materials

Substances是可以應用于3D模型的多層材料,并通過集成的物質滑塊進行編輯,以改變每個材料層的外觀。 例如,在這個項目中

從我的機器人玩具的3D模型開始,看起來好像是一個新的玩具,但想法是讓這個機器人看起來像一個看到很多玩的古董。 我想象那個人恢復了

機器人想用新鮮的油漆給它一個全新的外觀。

為了實現(xiàn)機器人的古老效果,我使用了一種物質,在木材上分層涂料,并在“修改”面板中提供了許多參數(shù),以使用足夠的銅綠(薄的綠色銅層)來編輯物質材料,以增加20歲和粗糙 - 播放到我的機器人

該場景中使用的多層物質帶有iClone 6. iClone 6中的物質是非?烧{(diào)的,其中Reallusion通過Substance 200內(nèi)容包附件提供了超過200種物質。

The workbench, brick wall and mat under the robot are also all Substances. It's also possible to utilize Substance Designer from Allegorithmic to create Substance (.sbsar) files for use in iClone 6.

機器人下的工作臺,磚墻和墊子也都是物質。 也可以使用Allegorithmic的物質設計器來創(chuàng)建物質(.sbsar)文件,以便在iClone 6中使用。

Step 4: PhysX physics: soft cloth

The workbench in the scene has lots of hard surfaces, so to add some variety to the feel of the

scene I want to have a cloth or rag draped over one of the boxes. iClone 6 physics makes it

possible to get a soft cloth with just a few steps.

First you need to setup some rigid-body physics on the object that the soft cloth will be draped onto. In this case, I have a small wooden box that I will drape with the cloth.

步驟4:PhysX physics: soft cloth

現(xiàn)場的工作臺有很多堅硬的表面,所以添加一些品種的感覺

場景我想要一塊布或布破在一個盒子上。 iClone 6物理學

可能只需幾步就可以得到一塊軟布。

首先,您需要在物體上設置一些剛體物理,soft cloth將被覆蓋。 在這種情況下,我有一個小木箱,我會用布覆蓋。

Select the box first and, with it highlighted, find the Physics properties in the Modify panel; Activate them for rigid-body physics and then uncheck Object Gravity to keep the box from falling into infinity when you play your scene.

Next, select the plane that is to become the soft cloth and, again, go to the Modify Panel and open the Physics settings. This time you will want to Activate Physics and make sure the Object Gravity is checked, as we will want our soft cloth to fall and drape over the box. Gravity will be necessary, but the box under with the rigid-body physics will keep our cloth from falling into infinity.

首先選中該框,并突出顯示,在“修改”面板中找到物理屬性; 激活它們進行剛體物理,然后取消選中“對象重力”,以便在播放場景時保持框無法落入無限遠。

接下來,選擇要成為軟布的飛機,然后再轉到“修改”面板并打開“物理”設置。 這一次,您將需要激活物理,并確保對象重力被檢查,因為我們將要我們的軟布摔倒在盒子上。 重力將是必要的,但剛體物理下的盒子將使我們的布料不會落入無限遠。

Select the soft cloth setting and then choose to Edit the Weight map, which is determined by a black-to-white gradient - what stays rigid is black and what hangs from the rigid point is white. For this project my weight map will be full white because I want the entire cloth to drape without any hanging points.

Next you will need to choose from the Presets for Cloth, Hair or Wind. Since this is an interior shot there is no wind, and it's cloth, not hair, so we only need to be concerned with tackling the cloth settings. I've imagined this cloth to be like a soft suede cloth, so I choose the Leather to get the cloth type to drape and lay the way I want it.

選擇soft cloth設置,然后選擇編輯重量圖,由黑 - 白梯度決定 - 剛性是黑色,從剛性點懸掛的是白色。 對于這個項目,我的體重圖將是全白的,因為我想要整個布無懸掛點。

接下來,您將需要從布料,頭發(fā)或風的預設中進行選擇。 由于這是一個室內(nèi)射擊,沒有風,它是布,而不是頭發(fā),所以我們只需要關心處理布的設置。 我想象這塊布像柔軟的麂皮絨布,所以我選擇皮革,把布子弄平,放下我想要的方式。

After you have done the settings in the Modify panel you will want to go to the left of the Play Controls and change the Time Mode Switch from Realtime to By Frame. This will ensure your physics cloth drops and drapes properly. Pressing the play bar will advance the playhead a few frames and reveal your soft-cloth effect.

在“修改”面板中完成設置后,您將需要轉到“播放控件”的左側,并將“時間模式切換”從“實時”更改為“按幀”。 這將確保您的物理布適當?shù)氐温浜驼谏w。 按下播放列可將播放頭推到幾幀,并顯示您的軟布效果。

Above is a render from Indigo showing the Leather Substanced soft-cloth along with Substance materials on the robot, box in the background and the workbench.

以上是靛藍的渲染,它顯示了皮革液體軟布以及機器人,背景和工作臺中的物質物質。

Step 5: Auto-Convert & Apply Indigo Shaders

Once you have your scene ready to render in iClone, the next step is to open the Indigo Render Settings panel and start assigning Indigo Shaders to your models. There is a massive library of free physically based shaders that can be downloaded from Indigo from inside iClone. The Indigo physically based shader library provides access to shaders for metals, glass, painted surfaces and more that will render great visual effects. The render of the tools below shows the Scratched Chrome Indigo Shader on the airbrush, and Scratched Metal Indigo Shader on the robot arms, which are both available to download for free from the Indigo library.

步驟5:自動轉換和應用Indigo Shaders

一旦您準備好在iClone中呈現(xiàn)場景,下一步就是打開“靛藍渲染設置”面板,并開始為您的模型分配靛藍著色器。 有一個大量的免費的物理基礎著色器庫,可以從iClone里面的Indigo下載。 Indigo基于物理的著色器庫提供訪問著色器的金屬,玻璃,油漆表面和更多,將呈現(xiàn)出巨大的視覺效果。 以下工具的渲染顯示了噴槍上的Scratched Chrome Indigo著色器和機器人手臂上的Scratched Metal Indigo著色器,可從Indigo庫免費下載。

You can utilize the eyedropper tool to pick your object surfaces and assign an Indigo Shader directly in iClone.

您可以使用吸管工具選擇對象表面,并直接在iClone中分配Indigo Shader。

The shader will appear when you hit the render button to send your iClone project to Indigo. Objects and their assigned shaders are listed in the Indigo Render Settings panel.

當您點擊渲染按鈕發(fā)送您的iClone項目時,著色器將顯示靛青。 對象及其指定的著色器列在“靛藍渲染設置”面板中。

3D objects in your scene that do not require Indigo physically based Shaders will be auto-converted to Indigo shaders from the available info in your object's material ball. This step saves lots of time and lets you easily convert every 3D model into a Phong render-ready object. The blueprint and the hammer on the table in the image above are good examples of auto-converted materials to shaders by iClone.

The Indigo Render Settings panel is quite powerful with Indigo Shader downloads and assignment,

Auto-Converting materials to shaders and also the ability to set lighting parameters for your project's render in Indigo. Scroll down the Indigo Render Settings panel to locate the Indigo Environment section. The environment can be setup for your render to include iClone lights only, background color illumination, or Indigo Sun and Sky, which positions the Sun in accordance to the Key light or another light you choose from the scene. You'll want to turn off any iClone lights at the bottom of the Indigo Render Settings panel if you do not want those to render in Indigo.

您的場景中不需要Indigo物理基礎著色器的3D對象將從物體材質球中的可用信息自動轉換為Indigo著色器。這一步節(jié)省了大量時間,讓您輕松將每個3D模型轉換成Phong渲染就緒對象。上圖中的藍圖和桌子上的錘子是iClone自動轉換為著色器的材料的好例子。

Indigo渲染設置面板使用Indigo Shader下載和分配功能非常強大,

自動將材料轉換為著色器,還可以為Indigo的項目渲染設置照明參數(shù)。向下滾動“靛藍渲染設置”面板查找“靛藍環(huán)境”部分?梢詾槟匿秩驹O置環(huán)境,僅包括iClone燈,背景顏色照明,或Indigo Sun和Sky,它們可以根據(jù)Key燈或從場景中選擇的其他燈定位太陽。如果您不希望在Indigo中渲染,您將要關閉Indigo Render Settings面板底部的任何iClone燈。

Most of the heavy lifting is done in iClone so that your projects go to render in Indigo without lots of further tweaking.

大部分重物都是在iClone中完成的,所以您的項目將在Indigo中進行渲染,而無需進一步的調(diào)整。

Step 6: Rendering in Indigo

Scrolling down further on the Indigo Render Settings panel provides access to the Export Range, Tone Mapping, Export resolution size, and more. Now that all models are in place, Substances have been added, soft cloth has been created, the physically based shaders have been assigned, and the lighting for Indigo has been selected, you are ready to render.

Select the Render Scene button from the Indigo toolbar and you will launch the Indigo RT renderer using the plug-in pathway we created directly from iClone 6 to Indigo. Indigo will open and then your iClone scene will begin to process and progressively build before your eyes. While rendering your scene in Indigo you can use Pick Material to eyedropper any material surface and add another physically-based shader or edit the properties of any currently assigned shader.

The camera in Indigo can even be panned, zoomed, or dollied, to correct the view or change to a whole new view for rendering various locations of your scene. The Render Settings inside Indigo also give access to Tone Mapping, allowing you to select from a variety of film settings to get a range of different looks for your render. These can be cycled through at any time during your render to find a look that best suits your scene.

步驟6:在Indigo渲染

在“Indigo Render Settings”面板上進一步向下滾動可以訪問“導出范圍”,“色調(diào)映射”,“導出”分辨率大小等。現(xiàn)在所有型號都已經(jīng)到位,已經(jīng)添加了物質,已經(jīng)創(chuàng)建了軟布,已經(jīng)分配了基于物理的著色器,并且已經(jīng)選擇了Indigo的照明,您可以渲染。

從Indigo工具欄中選擇“渲染場景”按鈕,您將使用直接從iClone 6到Indigo創(chuàng)建的插件路徑啟動Indigo RT渲染器。靛藍將打開,然后您的iClone場景將開始處理,逐漸建立在您的眼前。在Indigo中渲染場景時,您可以使用“拾取材料”來吸取任何物質表面,并添加另一個基于物理的著色器或編輯任何當前分配的著色器的屬性。

靛藍相機甚至可以平移,放大或放大,以糾正視圖或更改為全新的視圖,以呈現(xiàn)場景的各種位置。 Indigo中的渲染設置還可以訪問Tone Mapping,您可以從各種電影設置中進行選擇,以獲得各種不同外觀的渲染效果。您可以隨時在渲染過程中循環(huán)播放,以找到最適合您場景的外觀。

The image above shows an Indigo Render: Substances on the Robot and metal mat; Indigo physically based shaders on the screws and screwdriver.

Once you are happy with the progress of your scene render in Indigo, you can save your image or if you are animating you would have set the range of frames to render inside iClone. The Robot Restoration project is a still life, so we just need the one frame rendered.

After 1 hour I had a frame that would work just fine and, letting it go further, it just kept looking better and better. You can choose how long to let your scene to Render and then save the image when finished. Indigo projects can be saved to continue rendering later so you won't lose progress if you need pause your render.

上圖顯示了Indigo Render:機器人和金屬墊上的物質; 靛藍物理上的著色器在螺絲和螺絲刀上。

一旦您對Indigo中場景渲染的進度感到滿意,您可以保存圖像,或者如果您正在進行動畫處理,那么您將設置在iClone中渲染的幀范圍。 機器人恢復項目是一個靜物,所以我們只需要一幀渲染。

1小時后,我有一個框架,工作正常,讓它進一步,它只是看起來越來越好。 您可以選擇多長時間讓您的場景渲染,然后在完成后保存圖像。 靛藍項目可以保存,以便以后繼續(xù)渲染,如果您需要暫停渲染,則不會丟失進度。

 


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非常好的系統(tǒng),方便我們學習

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