In part two, I show you how to set up your scene to render for compositing.
在第二部分中,我告诉你如何为后期合成设置你的场景。
To render the dark scene close to what I saw I took 7 consecutive 15-second exposures in under 2 minutes interval.
为了表现接近我所能看见的黑暗场景,我在2分钟的时间内采用了7个连续不断的15秒曝光。
This simple photograph by Gordon Gahan shows the power of light to ignite even the most mundane scene-a concrete tunnel-and render it beautifully.
在戈登。加恩拍摄的这张简单的照片里,光线照亮了凡尘俗世间最普通的场景,一条混凝土水渠,并将其美化。
To make sure the rendering will have the same dimensions as our piece, on the right side go to Shader Tree > Render and set the width/height of the scene to 3613/5000.
为了确保渲染的效果图和我们的图像尺寸相同,执行窗口右侧的 渲染树>渲染 ,并设置高度和宽度为3613和5000 。
Let's say you have just updated your gamestate for the 10Th time, and now you are going to render the scene.
假设你刚刚更新了第十次的游戏状态,如今你需要渲染这个场景。
You will also learn some more advanced lighting techniques and learn how to add atmosphere to your scene and render out a final image.
您还将学习一些更先进的照明技术,并学习如何添加气氛到您的场景,并给出了最终的图像。
David Mitchell then moves on to show us how to texture, light and render an interior scene.
大卫·米切尔然后移动到我们展示如何质地,重量轻,使室内场景。
This article presents a two-pass algorithm to render the scene including participating media, and this algorithm is an expansion of the rendering to solid objects with photon mapping.
本文依据光子映射对实体物体的渲染,将其扩展到对包含参与介质的场景的渲染,为此提出了一个两路的渲染算法。
Next came a very impotent stage in the process in which I prepared models to act as the small and medium details to be spread all around my scene to achieve a realistic look in the final render.
接下来的渲染过程比较简单,我将准备好的小细节模型散布到场景中使最终渲染效果看上去更真实。
An optimized shadow volume algorithm was developed to render shadow in large-scale scene.
为解决大规模场景中绘制实时阴影的问题,提出优化的阴影体算法。
Tone mapping is performed in two places within the code: once in Render as part of the final shader pass to compose the glare textures onto the scene, and once as part of the bright-pass filter.
色调映射执行两处代码;一处是在渲染中作为最终着色器的一部分传给合成的耀光纹理到场景中,一处是作为光亮过滤器的一部分。
Now all the objects in the scene will have this material, so this function is great to test lighting with a clay render. Later we will turn this function off.
现在场景中所有物体都有这个材质了,这个功能对测试灯光是非常好的。等下会将把它关掉。按F9来看看测试结果。
Facing the enormous scene data, How to render the scene with better effect and more efficiently, is the main problem in virtual landscape technology on PC.
面对场景的庞大数据量,如何以更好的效果和更高的效率表现场景,是景观微机虚拟技术中面临的主要问题。
Discover the complete workflow of setting up lighting in a nature scene. And then learn how to bake lighting for a blazing fast render.
发现在自然风光设置照明的完整的工作流。然后学习如何烤照明一个速度极快的渲染。
Go behind the scenes and discover how to animate a campaign logo with a 2d style, create more depth with a 3d set extension and how to set up and render a scene as a 360 degree Virtual Reality video.
在幕后,探索如何使用2d风格为广告活动标志设计动画,使用3d集合扩展功能创造更多深度,以及如何将场景设置和渲染为360度虚拟现实视频。
We're then able to begin to build up our scene states for render pass creation and take our final render passes into comp.
然后,我们可以开始建立渲染通道创建的场景状态,并将最终的渲染传递到comp。
In part two of this tutorial, I show you how to set up the textures and the lights in this scene to prepare it for render.
在本教程的第二部分,我告诉你如何为场景的渲染准备设置灯光和纹理。
We study a lot of classic algorithm about the large-scale complex scenery. In this case, we bring about an advanced volumetric rendering algorithm to render the scene.
本文研究了大量复杂场景绘制的经典算法,并在前人研究成果的基础上,提出改进的体纹理算法,实现了大规模草地的实时绘制。
Learn how to model objects, extrude shapes, animate the model and the camera in your scene, apply lighting and materials, and render out a fully realized 3d animation.
学习如何建立对象,挤出形状,动画的模型和场景中的摄像机,将照明和材料,并渲染出完全实现三维动画。
Learn how to model objects, extrude shapes, animate the model and the camera in your scene, apply lighting and materials, and render out a fully realized 3d animation.
学习如何建立对象,挤出形状,动画的模型和场景中的摄像机,将照明和材料,并渲染出完全实现三维动画。
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