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1、maya渲染設(shè)置 2 (Maya render settings 2)節(jié) 1.07 九、渲染選項(xiàng)插件格式國(guó)際貨幣基金組織 (如果使用一個(gè)的插件渲染成瑪雅不支持的圖片格 式),在插件格式區(qū)鍵入插件名。預(yù)渲染MEL后渲染梅爾在渲染每一幀之前(預(yù)渲染(MEL或之后后呈現(xiàn)命令或腳本執(zhí)行一 條梅爾梅爾)。注意在這里輸入腳本名稱時(shí)不能帶。 梅爾的擴(kuò)展名。 否則系統(tǒng)會(huì)提示 錯(cuò)誤。環(huán)境霧環(huán)境霧建立一個(gè)環(huán)境霧結(jié)點(diǎn)。環(huán)境霧(一種體積材質(zhì))用于模擬空氣中精細(xì) 的微粒引起的現(xiàn)象(如霧、煙和灰塵) 。這些微料影響大氣及處于大 氣之中的物體的外觀。詳見軟件手冊(cè)渲染分冊(cè)材質(zhì)部分的環(huán)境霧一 節(jié)。在崗位上應(yīng)用霧將霧的渲染作為一
2、個(gè)后續(xù)過(guò)程當(dāng)本參數(shù)處于選中狀態(tài)時(shí), 你可以設(shè)置 后霧模糊。陰影服從燈光由有鏈接的燈光投射陰影。開關(guān)選項(xiàng)。 處于選中狀態(tài)時(shí), 只有與一個(gè)表面建立了鏈接關(guān)系的投射 陰影燈光才給該表面投射陰影。 如果處于關(guān)閉狀態(tài), 所有的陰影投射燈光都對(duì)所有表面物體投射陰影, 即使表面與燈光之間沒(méi)有建立鏈接關(guān)系默認(rèn)狀態(tài)為上。使深度圖開關(guān)選項(xiàng)。 處于選中狀態(tài)時(shí), 瑪雅給所有打開深度陰影映射的燈光建立深度陰影映射。 如果處于關(guān)閉狀態(tài), 瑪雅不渲染深度映射陰影參數(shù) 的默認(rèn)狀態(tài)為選中狀態(tài)使深度圖。默認(rèn)燈光點(diǎn)擊檢查框關(guān)閉默認(rèn)燈光。詳細(xì)內(nèi)容參考軟件手冊(cè)有關(guān)內(nèi)容。忽略了電影的大門開關(guān)選項(xiàng)。處于選中狀態(tài)時(shí),瑪雅只渲染分辨率門中能見
3、的部分。如果關(guān)閉,瑪雅只渲染膠片指示器(拍門)中可見的部分,此框以外的 部分渲染成黑色。 如何在交互方式中查看膠片指示器中所見范圍。 參考軟件手冊(cè)中”攝像機(jī)的設(shè)置(相機(jī)設(shè)置)”和”膠片指示器(電影 門兩部分默認(rèn)狀態(tài)為選中狀態(tài))”。剪輯最后的陰影顏色開關(guān)選項(xiàng)。 處于選中狀態(tài)時(shí), 渲染完成后的圖片中所有的顏色值保持 在 0 到 1 之間。這可以保證整個(gè)圖片中沒(méi)有曝光過(guò)度的部分。 如果關(guān) 閉,渲染出的圖片中顏色值可能會(huì)大于默認(rèn)狀態(tài)為處于選中狀態(tài) 1。 伽瑪校正,伽瑪校正 在渲染完成后會(huì)對(duì)渲染圖片進(jìn)行顏色校正, 顏色校正按下面的公式計(jì)算其默認(rèn)值為 1復(fù)合合成開關(guān)選項(xiàng)。 處于選中狀態(tài)時(shí), 瑪雅在渲染物體
4、時(shí)不針對(duì)背景作反走樣 處理。例如,一個(gè)處于物體邊緣的像素不會(huì)與背景的顏色進(jìn)行混合 (在 TIFF格式中,瑪雅生成不相關(guān)的 a通道)。如果關(guān)閉此選項(xiàng),瑪雅 針對(duì)背景進(jìn)行反走樣處理。非選中狀態(tài)為默認(rèn)值。復(fù)合閾值當(dāng)復(fù)合處于選中狀態(tài)時(shí), 此參數(shù)用于控制邊緣反走樣的程度。 如果你 的圖片將用于游戲,同時(shí)你使用的是 8位或 16位顏色,設(shè)置復(fù)合閾 值值為 1 就可獲得光滑、無(wú)鋸齒的物體邊緣默認(rèn)設(shè)置為 0。節(jié) 1.08 十、內(nèi)存和性能選項(xiàng)內(nèi)存和性能選項(xiàng)部分的參數(shù)幫助你優(yōu)化渲染過(guò)程加快渲染速度。鑲嵌幫助管理瑪雅如何處理表面的鑲嵌信息。使用文件緩存將幾何體的信息保存在一個(gè)緩存文件中, 這樣可以減少保存幾何體信
5、息所占用的內(nèi)存量。優(yōu)化實(shí)例 開關(guān)選項(xiàng)。處于選中狀態(tài)時(shí),如果場(chǎng)景中包含幾個(gè)同樣的表面(例如 關(guān)聯(lián)復(fù)制表面或獨(dú)立創(chuàng)建的相同表面) ,瑪雅只對(duì)其中的一個(gè)進(jìn)行鑲 嵌處理,以節(jié)省時(shí)間和磁盤空間。默認(rèn)狀態(tài)為選中狀態(tài)。利用鑲嵌開關(guān)選項(xiàng)。 處于選中狀態(tài)時(shí), 瑪雅每一幀都將鑲嵌的信息臨時(shí)保存在 硬盤上。這對(duì)于包含深度映射陰影的場(chǎng)景非常有用。例如,在渲染的 過(guò)程中瑪雅在生成一盞燈的深度映射時(shí)對(duì)這些表面進(jìn)行鑲嵌處理 (并 保存在硬盤上),This information can be used again when rendering the depth map of another light in the re
6、ndering of this frame. (when the next frame is rendered, Maya will delete the information and recalculate it.). The default state is selected.Use Displacement Bounding BoxWhen using deformable mappings, rendering will take a lot of time because Maya is going to insert all the deformed mapped surface
7、s and calculate their bounds before rendering. Whenyou open the Use Diaplacement Bounding Box option, Mayacalculates the limit frame ratio for all the mapped surfaces. This will speed up rendering. Close this option, and Maya pre - insert the surface of all texturing maps before rendering.Section 1.
8、09 RaytracingHelps control light and shadow tracking. For shadow tracking, see Raytracing Quality.Raytracing is a rendering type that calculates the path of a single light from the destination point (camera) to the start point (Guang Yuan). Light tracking takes a lot of time.Raytraced shadow is the
9、shadow produced during the tracking of light and shadow. In most cases, the Raytraced shadow can produce very good results, but to get the Raytraced shadow, the entire scene must be tracked by light and shadow, which usually takes a lot of time.Raytraced shadows are used only to create very few shad
10、ows that cannot be generated with depth maps(such as color transparent surfaces, projected shadows).Avoid blurring shadows with Raytraced shadows. It can take a lot of time to produce high quality fuzzy boundary shadows by means of light shadow tracking. (by using the depth mapping projection method
11、, a good blur boundary shadow can be obtained).Recursion DepthThe number of iterations of shadow tracking in rendering. For complex scenes, this can take 2 to 3. For simple scenes, this value is 1. The default value is 2.Leaf PrimitivesDetermine the maximumnumber of triangles in each of the three pi
12、xel points before entering the next iteration. The default value is 200.Subdivision PowerThe growth index of the triangle in a three-dimensional pixel point is calculated to calculate howmany3D pixels are needed to achieve the required number of iterations. The default value is 0.2500, which applies
13、 to most scenes. This can be slightly improved for very complex parts of an extremely complex scene or scene.Section 1.10 Multi-ProcessingIn the rendering window, you can use multithreading to render interactively. It provides the sameexecution process as batch rendering. The number of CPUfor intera
14、ctive rendering and IPR rendering can be set by the user. Mayasaves the parameters you set with the scene.Use all available CPUsThe default state, all CPU is available. If this option is turned off, the slider for the following option is available.Number, of, CPUs, to, useThe slider for this paramet
15、er can be dragged from 1 to 8, but if necessary, this value can be reached by keyboard input to 256. Enter 0 or turn on the select switch, and all CPU can be used for interactive rendering.Section 1.11Section 1.12, eleven, IPR, OptionsControl what elements are included in IPR rendering.Render, Shadi
16、ng, Lighting, and, GlowIPR rendering includes shadows, lighting, and glow.Render Shadow MapsIPR contains depth mapped shadows.Render 2D Motion BlurIPR contains 2D motion blur.Section 1.13, twelve, Render, Layer/Pass, ControlEnable Render LayersTell the renderer to render only the layer that the rend
17、erable parameter opens. In interactive mode, open the renderable all the parameters of the layer are rendered into a separate file. In batch rendering mode, each layer is rendered to a file, the file name: camera _ file name_ layer name_ channel name.Ext.Enable Render Layer PassesSwitching options,
18、when opened, allow each layer rendering to be an independent process.Enable Global PassesThis option is available when Enable Render Layer Passes is closed. The rendering of the entire scene is a process.Output to SubdirectoriesPut the render files for each layer and / or channel in your own directo
19、ry. File name:./layerName/passName/camera_filename_layername_passname.extRender Pass management spreadsheetDepending on the rendering layer and process settings, this table can be used to control all the current render options.See Creating, and, displaying, Render, Layers. This is a way to control a
20、ll rendering layers and processes.You can select the rendering process for each layer (layer process), or all the objects in the scene select a particular path.Check the Enable, Render, Layer, Passes, or Enable Global Passes two options to display channel forms, Beauty, Color, Shadow, and other laye
21、rs.When the Enable Global Passes is checked and all layers are available, see below:BeautyAll components are rendered, which is the default option.ColorTheres only color in the picture, no shadows.ShadowGenerate only shadow portions of the picture without color information.In synthesis, the Color an
22、d Shadow components are similar to those of Beauty. The convenience is that you can modify the shading independently in the composite / drawing package.DiffuseRender only Diffuse components. The Diffuse component contains diffuse and environmental information, which is determined by color, transpare
23、ncy, and Diffuse Coeff (diffuse reflectance).SpecularOnly specular specular highlights. The calculation of specular highlights depends on the material of the object. The specular highlights of Phong, PhongE, Blinn, and Anisotropic are different. For example, Phong material specular high light calcul
24、ation using cosine index and specular specular color.Note: alpha does not include Specular Pass (channel mask).Creating and displaying rendering layersThe render layer lists all the objects that can be rendered so that you can quickly work and separate different rendering channels (which are useful
25、for later compositing). Once the rendering layer is created, you can set the rendering layer in the Render Layer/Pass Control section.Details about managing the render layer using Layer, Manager, and Relationship Editor are described in detail in the Using Maya:Essentials fascicle.To set up multiple
26、 layers in Render Layer/Pass Control, use the Render Pass management spreadsheet.Creating a rendering layer in Layer Manager:Layer Manager is located below Channel Box:1, 1, and from the drop-down menu, select Render.2, 2, select Layers Create Layer.Sets whether the render layer is Renderable:1, 1,
27、select a render layer from Layer Manager, and then select Layers Edit Selected Layer (s). The Edit Layer window displays the selected layer;2, 2, in this window, you can rename the layer (in the Namebox), click the check box to confirm whether the layer is Renderable, and then save the settings. A c
28、heck mark indicates that the layer will be rendered.If Renderbal is ticked offObjects that are not rendered in the render layer are notrendered in the samefile. Each layer is considered the content of another scene. To see what is contained in each render layer, use Relationship Editor (Window Relat
29、ionship, Render, Layers, Editors). The contents of the Relationship Editor are detailed in the Using Maya:Essentials fascicle.Whenperforming IPRipiIPR test rendering, all objects labeled as Renderable are rendered in Render View.In batch rendering mode, each layer is rendered as a separate file for
30、offline synthesis.Determines which channels in the rendering layer are rendered1, 1, select a layer in Layer Manager, and select Layers Layer Attributes. In Attribute Editor, select renderlayer display.2, in Render Pass Options, select the content to be rendered. The contents displayed in the Render
31、 View are marked in the window.3, if necessary, switching options can change the content to be rendered.Thirteen, Paint, Effects, Rendering, OptionsSection 1.14 on the rendering options for Paint EffectsInstructions on the use of Paint Tool and parameter selection are described in detail in Using Ma
32、yaainting. The following is only a description of the Paint Tool rendering options.Enable Stroke RenderingSwitch options, when selected, render the Paint Effect strokes in the scene. In the render, there is no stroke in the rendered scene. The default state for this option is selected.Only Render St
33、rokes only renders strokesSwitch options, when selected, render only the strokes in the scene. You might want to separate your strokes from the scene, render them, and then combine them with the scene. The contents of the stroke and scene composition are described in detail in the Using Mayaainting
34、section.Note: when you render only the stroke, you must specify a.Ifffile in the Read This Depth File (depth) region. This file may be empty. It does not have to have depth.Read This Depth FileTo render the rendered scene together with the Paint Effects stroke, specify a depth file and path for the scene to use. Do you want to use absolute path names (for example: /h/pearce/rainyday
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