واضح آرشیو وب فارسی:سایت ریسک: سوال در مورد VRayMtlWrapper :Mohsen: 15 تير 1387, 21:33سلام رفقا، حالتون خوبه؟ خسته نباشد كسي هست بتونه توضيحي در مورد VRayMtlWrapper برام بده به نظر مياد كار جالبي داشته باشه، ولي دقيقا ازش سر در نميارم! ممنون از همتون CG_Master 15 تير 1387, 21:45سلام رفقا، حالتون خوبه؟ خسته نباشد كسي هست بتونه توضيحي در مورد VRayMtlWrapper برام بده به نظر مياد كار جالبي داشته باشه، ولي دقيقا ازش سر در نميارم! ممنون از همتون محسن جان سلام فکر کنم بدردت بخوره انگلیسیت خوبه دیگه؟!!:) VRayMtlWrapper () General The VRayMtlWrapper can be used to specify additional surface properties per material. These properties are also available in the Object settings () dialog. However, the settings from the VRayMtlWrapper override those from the Object settings (). Parameters material - this is the actual surface material. Additional surface properties Generate GI - controls the GI generated by the material. Receive GI - controls the GI received by the material. Generate caustics - turn this off, if the material should not generate caustics. Receive caustics - turn this off if the material should not receive caustics. Caustics multiplier - determines the effect of caustics on the material. Matte properties Matte surface - makes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly. Note that the base material is still used for things like GI, caustics, reflections etc. Alpha contribution - determines the appearance of the object in the alpha channel of the rendered image. A value of 1.0 means the alpha channel will be derived from the transparency of the base material. A value of 0.0 means the object will not appear in the alpha channel at all and will show the alpha of the objects behind it. A value of -1.0 means that the transparency of the base material will cut out from the alpha of the objects behind. Matte objects are typically given an alpha contribution of -1.0. Note that this option is independent of the Matte surface option (i.e. a surface can have an alpha contribution of -1.0 without being a matte surface). Shadows - turn this on to make shadow visible on the matte surface. Affect alpha - turn this on to make shadows affect the alpha contribution of the matte surface. Areas in perfect shadow will produce white alpha, while completely unoccluded areas will produce black alpha. Note that GI shadows (from skylight) are also computed, however GI shadows on matte objects are not supported by the photon map and the light map GI engines, when used as primary engines. You can safely use those with matte surfaces as secondary engines. Color - an optional tint for the shadows on the matte surface. Brightness - an optional brightness parameter for the shadows on the matte surface. A value of 0.0 will make the shadows completely invisible, while a value of 1.0 will show the full shadows. Reflection amount - shows the reflections from the base material. This only works if the base material is directly a VRayMtl (). Refraction amount - shows the refractions from the base material. This only works if the base material is directly a VRayMtl (). GI amount - determines the amount of GI shadows. No GI on other mattes - this will cause the object to appear as a matte object in reflections, refractions, GI etc for other matte objects. Note that if this is on, refractions for the matte object might not be calculated (the object will appear a matte object to itself and will not be able to "see" the refractions on the other side). Miscellaneous GI surface ID - this number can be used to prevent the blending of light cache () samples across different surfaces. If two objects have different GI surface IDs, the light cache samples of the two objects will not be blended. This can be useful to prevent light leaks between objects of vastly different illumination. Divine Love 16 تير 1387, 06:23البته تمام تنظيمات بالا از مسير زير هم قابل دسترسيه VRay Renderer Panel/System/Object Settings :Mohsen: 16 تير 1387, 14:04هادي جان ممنون، ولي اين آموزشو قبلا ديده بودم، انگليسيم هم زياد خوب نيست مگر نه مشكلم باهاش حل مي شد مصطفي جان از شما هم ممنونم من كلا مي خوام بدونم برا چي استفاده ميشه، چون ديدم بعضي جاها ازش استفاده ميكنن مثلا يه بك گراند تو صفحه قرار داره، بعد يه ماشينو كه مدل شده رو روي يك plan قرار ميدن و متريال اين plane از جنس VRayMtlWrapper هست و موقع رندر اين plane مثل زميني عمل ميكنه كه توي يك گراند هست و فقط ظاهرا سايه رو جذب ميكنه خلاصه نمي دونم درست گفتم يا نه، فقط ميدونم كه رندر يه جوري ميشه كه انگار اين ماشينه مال همون محيط بك گرانده اگه بازم بتونيد كمك كنيد ممنون ميشم Divine Love 16 تير 1387, 19:46متوجه شدم چي مي گي: 1. توي Wrapper گزينه Generate GI رو غير فعال و Receive GI رو فعال كن 2. گزينه Matte Surface رو فعال كن 3. گزينه Shadow رو هم فعال كن 4. همين. حالا يه صلواتم بفرست :D :Mohsen: 17 تير 1387, 15:29مصطفي جان درست شد دمت گرم
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