点亮霓虹灯-(外文翻译)创建霓虹灯
在本教程,我会向你展示我的工作流程,创造/渲染霓虹灯与3DMAX中预设的扫描线渲染的只是简单的步骤。<br/>data/attachment/forum/2008-10/2008101223183675491.jpg<br><br/> <p>1 . 1 。 Scene preparation:现场准备: <br/>unit - meters单位-米 <br/>renderer - scanline渲染-扫描 </p><p><br/>2 . 2 。 Creating a scene.创建一个场景。 First create a simple wall by dragging a plane in your front viewport.首先创建一个简单的拖曳墙的飞机在你面前视。 Here i created a plane with dimension 8.0mx 10.0m, and with a segment of 4 x 4.在这里,我创建了一个平面尺寸8.0mx十点零米,并有部分的4 × 4 。 </p><p>Then i provided it with a brick maps, which is located on 3dmax default material.然后我提供了一块砖头地图,这是设在3DMAX中预设的材料。 </p><p>Then for the neon objects, '' CREATING NEON LIGHTS with SCANLINE'' , just go to creating and modifying panel, select shapes then text.然后的霓虹灯对象, ''创建霓虹灯与扫描'' ,只需到创建和修改面板,然后选择形状的文字。 Go to your front viewport and create a text there.转到您的前视,并创建一个文本存在。 Then activate rendering sub menu panel, and tick the box Enable on Rendering, Enable in Viewport and Generate Mapping Coordinates.然后启动菜单提供分小组,并勾框上绘制启用,启用中视和生成映射坐标。 Then tick the radio button Radial and provide thickness amount and number of sides like the see figure below.然后剔的单选按钮,并提供径向厚度金额和数量双方如见下图。</p><br/> 对于一些图形数字(面对数字)我只是用线和圆圈相同的参数与文字。 Then go to top or left viewport and move the wall away of about 1 cm to the text and graphic figures.然后进入顶部或左视图,并在墙上了约1厘米的文字和图形的数字。 <br/>Add some 3d accessories for the scene, see figure below购买一些三维配件现场,见下图<br/>data/attachment/forum/2008-10/2008101223215295812.jpg<br><br/> <p>3 。 Light Preparation轻的制备 <br/>Actually the scene has no lights at all.其实现场没有灯光在所有。 It is lighted only with the neon i created.这是灯火通明只有霓虹灯我创建。 </p><p>Here is the preparation of the materials.这是编写教材。 Press M, fo materials.新闻男,为材料。 Renamed it say neon green.改名说,霓虹灯绿色。 Click on diffuse color and change it to green color ( depends on the neon color you want to make), same with the ambient color.按一下弥漫的颜色,并更改为绿色(取决于颜色的霓虹灯要进行) ,同时与周围环境的颜色。 Tick the box for self illumination.蜱中的自我照明。 Then drag the color you make on diffuse to the color of self illumination slot.然后拖动颜色你对弥漫的颜色,自我照明插槽。 </p><p>On the browser that will appear, select Advance Material Overide.在浏览器上,会出现,选择材料Overide进展。 Select Keep old material as sub-material, then press ok.选择保留旧材料,分材料,然后按确定。 On the Advance Lighting Overide Material adjust the reflectance sacle to 100%, color bleed to在推进照明Overide材料调整sacle反射率为100 % ,彩色流血 <br/>50%, Luminace Scale 100%. 50 % , Luminace规模达100 % 。 Now this the primary setup of the lights, you can adjust it as soon as it will satisfy your requirements.现在,这个主要设置的灯光,您可以调整它尽快满足您的要求。 See figure below.见下图。<br/></p>data/attachment/forum/2008-10/2008101223232186413.jpg<br><br/> 4 。 RenderinG Preparation绘制的制备 <br/>Press 8 for the environment, just leave it as it is for the meantime.记者8日的环境,只要离开它,因为它是同时。 Then go to Exposure control and select Automatic Exposure.然后转到曝光控制和选择自动曝光。 <br/>Press F10 for render Scene Dialog Box.按下F10为使场景对话框。 (We will use scanline for now). (我们将使用扫描现在看来如此) 。 Go to advance Lighting, activate radiosity.转到提前照明,激活辐射。 n radiosityy parameters, make the initial qualty to 75% ( adjust it to 100% later for your final scene). ñ radiosityy参数,使初次qualty至75 % (它调整到100 %后为您的最后一幕) 。 <br/>Tick te box for Process refine Iterations.....勾德的过程中完善迭代..... <br/>On radiosity meshing Parameters, enabled Global Subdivision Settings.论辐射啮合参数,使全球细分设置。 Here I provide 1.0m, Then tick the box Shoot Direct Lights在这里,我提供-1.0米,然后剔苗中直灯 <br/>On Rendering Parameters of Radiosity, tick resuse Direct Illumination from radiostiy solution.在渲染参数的辐射,剔resuse从直接照明radiostiy的解决办法。 Then fired up接着发射了 <br/>Start to compute radiosity, wait until finish ( see my setup below)开始计算辐射,等到完成(见我的设置如下)<br/>data/attachment/forum/2008-10/2008101223242061639.jpg<br><br/> http://www.snren.cn/uploadFile/2008-10/2008101223183675491.jpg" border="0" style="WIDTH: 500px;" alt=""/> 看得有些头痛。喜欢全中文的。不过还是支持一下。 支持一下 不错不错。反对所发生的方式发送到
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