猎人 发表于 2006-12-17 15:48:00

<p><span class="javascript" id="text8917670">Finally, the Arch &amp; Design material contains a large set of built-in functions for optimal performance, including but not limited to: <br/><br/>Advanced importance sampling with ray rejection thresholds <br/><br/>Adaptive glossy sample count <br/><br/>Interpolated glossy reflection/refraction with detail enhancements <br/><br/>Ultra-fast emulated glossy reflections (Highlights+FG Only mode) <br/><br/>The option to ignore internal reflections for glass objects <br/><br/>The choice between traditional transparent shadows, suitable for objects such as a window pane, and refractive caustics, suitable for solid glass objects, on a per-material basis. </span><br/><span class="javascript" id="text8917671">高级重要性采样和早期性退出<br/><br/>自适应模糊采样<br/><br/>内插值运算反射和折射模糊和细节增强<br/><br/>超级快的仿真模糊反射(高光+FG)模式<br/><br/>可供选择的忽略物体内部反射(玻璃物体)<br/><br/>还有就是和传统透明阴影的选择,适合像窗户玻璃,折射焦散<br/><br/>和有厚度的玻璃物体 </span></p>

猎人 发表于 2006-12-17 15:49:00

<span class="javascript" id="text8917676">看看官方的解释<br/><br/>Final Gather and Ambient Occlusion <br/>In architectural rendering, one often needs to present a new image to a customer in a very short time. To get this done in a few minutes instead of hours, you can combine final gather with ambient occlusion (AO). <br/><br/>What is ambient occlusion? Briefly, it darkens occluded areas. For example, at the intersection of a wall and a floor, occlusion is higher than in the middle of the floor. Ambient occlusion does not transfer colors between surfaces; it simply darkens them. <br/><br/>To get a quite good image in minutes instead of hours, use final gather with a low density, such as 0.1. This is very fast and distributes light, including colors, in the scene. To get contact shadows and local details, add ambient occlusion. mental ray has special support for ambient occlusion that makes this fast. <br/><br/>The new mental ray Arch &amp; Design material can do AO directly, in a single pass. </span><br/><br/>在建筑渲染中,经常需要在很短的时间内制作一张效果.以便能在几分钟内完成而不是几个小时,你可以结合最终聚集和环境吸收.<br/><br/>什么是环境吸收呢&gt;?简单的说,它是物体的边界区域暗下去.举个例子,在墙和地面的交接处,环境吸收要比地面中部高,环境吸收不在两个面之间传递颜色,而是简单的暗下它们.<br/><br/>为了在几分钟内而不是几个小时内得到一张很不错的图片,用低密度的最终聚集,例如0.1.这是非常快的分布场景中的灯光,包括颜色.为了得到交接阴影和局部细节,添加环境吸收.MR有特殊的支持环境吸收让他更快.<br/><br/>新的建筑和设计材质可以直接运用AO,非常简单. <br/>

猎人 发表于 2006-12-17 15:49:00

<span class="javascript" id="text8917690">就像前面所说的,AO是在物体的交接处暗下去,如果对采样技术有个大概了解的话,应该就知道,在这些地方通常是需要大量的采样的,我举的例子吧,以VR为例,设置采样的时候有个最小和最大比率,其实这就是控制物体的整体采样和细节采样,而mr的ao就是在把这个大量的采样用简单的暗下去来模拟了,理论上是肯定要大大提高渲染速度的,那么为什么会说是增加细节呢???<br/><br/>我个人的理解是在我们一般的渲染中,一般的渲染的精度是很难达到那么大的采样,如果要和时间平衡的话,所以,整体来讲,MR可以在保证仿真细节上保证速度,说到仿真,就要说到mr的内插值采样了.就是它让你的电脑飞快,当然还有其他的一些技术,比如重要性采样等 </span>
页: 1 [2]
查看完整版本: mantal ray的魅力

室内设计工具箱