Demystifying V-Ray DMC Sampler [last update December 12: 1st edition relased] Introduction In this tutorial I will focuse on giving you the basic technical background of DMC sampler, but before we go into any technical details about DMC sampler, we will go over alternative sampler integrated in VRay, Adaptive Subdivision sampler. I won't be mentioning fixed sampler technique since it's pretty stra
In this series of Turbo Tips, weâre giving you an in-depth guide to regular V-Ray Material. Weâll cover the theory behind many of the features of the material and give you specific examples of settings and tricks to use. While the example images are from 3ds Max, the same concepts and settings can be used in V-Ray for Maya. The information covered here is generally useful in V-Ray for C4D, but the
ãIrradiance MapããVRayã®GIè¨ç® ã»æ¾å°ç §åº¦ããæ¥æ¬èªè¨³ ããç¹ï¼ãµã³ãã«ãã¤ã³ãï¼ãå¨å²ã®å ããã©ããããç §ãããã¦ããããè¨ç®ããææ³ ã»ã«ã¡ã©ããè¦ãããã¤ã³ãã§è¨ç®ãè¡ã ã»ãããã¨ãã¦ä¿åã§ãã ã»ããã¨ãªãè¨ç®ããããã¨ã§é«éã«GIã®å¹æãå¾ã ã»æ¯è¼çãå¹³ããªé¢ãæ©ãè¨ç®ã§ãã ã»ï¼æ¬¡åå°ã¾ã§ããè¨ç®ãããªããããï¼æ¬¡åå°ã«ã¯ä½¿ç¨ã§ããªãã â ãã©ã¡ã¼ã¿ã¼ Basic parameters Min/Max rateï¼è¨ç®ãã解å度ã0ã§ã¬ã³ããªã³ã°è§£å度ã¨åç -100ãï½ã100ã¾ã§å ¥åã§ãã -3 / 0ãããããã³ã¹ãããã©ã¼ãã³ã¹ã«åªãã ãã®ç²¾åº¦ãé«ãã¨ç´°ããæåãå¯è½ã«ããï¼HSph.subdivsã¨ã®å ¼ãåããããï¼ ãã®å¤ã§ã¯GIç¹æã®ã¡ãã¤ããæãããã¨ã¯ãªã 解å度ã«ä¾åãã¦ããã¡ãã¤ããæãã Clr/Nrm/Dist threshï¼
ãã¬ãã«ã®æ³åãç解ãã é¡é¢åå°å ã¨ãªãã¬ã¯ã·ã§ã³ã¨å¼ã°ããåå°ã®å±æ§ã¯åä¸ã®ãã®ã¨èª¬æãã¾ãããããã®åå°ã®ã¬ãã«èª¿æ´ãå®ã¯æ²è ã§ããã§ããããããç解ãããã¨ã§å¤§å¹ ã«ã¯ãªãªãã£ãããããã¨ãã§ãã¾ãã 海岸åçã§ããï¼æ®å¿µãªããCGã§ã¯ããã¾ããï¼ãæåã®æ³¢æã¡éã§ã¯æµ·åºã®ãµã³ã´ç¤ãã¯ã£ããã¨è¦ãã¾ããããããæ²ã«è¡ãã°ããã»ã©ã空ã®éãåãããã§è¦ããªããªãã¾ãã ã¬ã©ã¹ãæ°´ãªã©ã®ç©ä½ã¯ãè¦éè§ã«ãã£ã¦éæ度ï¼å®éã«ã¯åå°å¼·åº¦ï¼ãå¤åãã¾ããå·¦å³ã®æµ·ã®åçã§ã¯æ³¢æã¡éã§ã¯ãè¦ç¹ããã®å ¥å°è§ã大ããããéæ度ãå¼·ããªããæµ·åºãè¦ãã¾ããããããªããæ²ã«è¡ãã°ããã»ã©ãè¦ç¹ããã®å ¥å°è§åº¦ãæµ ããªãããã«éæ度ãä½ããªãã空ã®éã ããåãããã§è¦ããããã«ãªãã¾ãï¼æµ·ãéãã¨ããã®ã¯ç©ºã®è²ã®ãã¨ã§ããï¼ãæ³¢æã¡éã«ç«ã¤ã¨èªåã®è¶³ã¯ã¯ã£ããè¦ããã®ã«ãæ²ã§æ³³ã人ã®ä½ã¯è¦ããªãã¨ããã®ã¯ã ã
ã¢ããªãã¥ã¼ãå ã®Enable Round Edgesã®Radiusã®æ°å¤ãå¤ããäºã§ãã¹ã ã¼ã¹ã®å¼·åº¦ã調æ´åºæ¥ãã
1.ããããªã¢ã«ã¨ãã£ã¿ã®ç©ºã¹ãããã«VRayHDRIããããèªã¿è¾¼ãã 2.ãHDRI map:ãã«HDRIãèªã¿è¾¼ãã 3.ãVRayHDRIãè¨å®ããã Overall Multiplierï¼ãã¤ã¡ã¼ã¸ã®å ¨ä½çãªæãããå¤æ´ããããããªã¢ã«ã¨ãã£ã¿ã§å¤åãè¦ãããã Render Multiplierï¼ãHDRIç»åã®æãããå¤æ´ãããã¬ã³ããªã³ã°æãããã®å¤åãè¦ãããªãã Horiz. Rotetionï¼ãããããå·¦å³ã«å転ãããã Flipï¼ããããã®å·¦å³å転ã Vert. Rotationï¼ãããããä¸ä¸ã«å転ãããã Gammaï¼ãã¬ã³ãã³ã¬ã¯ã·ã§ã³ã®å¤æ´ã Map typeï¼ããããã®è²¼ãæ¹ãé¸æããã HDRIãããã©ãã®æã¯Map typeãSphericalã«ãããLight Probeã®ã¨ãã¯Angular mapã«ããï¼ ï¼.ãã¬ã³ããªã³ã°è¨å®ã§ã¬ã³ãã©ã¼ãV-
é害
ã©ã³ãã³ã°
ã©ã³ãã³ã°
ãªãªã¼ã¹ãé害æ å ±ãªã©ã®ãµã¼ãã¹ã®ãç¥ãã
ææ°ã®äººæ°ã¨ã³ããªã¼ã®é ä¿¡
å¦çãå®è¡ä¸ã§ã
j次ã®ããã¯ãã¼ã¯
kåã®ããã¯ãã¼ã¯
lãã¨ã§èªã
eã³ã¡ã³ãä¸è¦§ãéã
oãã¼ã¸ãéã
{{#tags}}- {{label}}
{{/tags}}