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'Material Tutorial: 材质教程:Mental Ray的发光材质

'Material Tutorial: Glowing Material with Mental Ray'--材质教程:Mental Ray的发光材质
'Material Tutorial: Glowing Material with Mental Ray' 
by Florence Design Academy      (Web:
www.FlorenceDesignAcademy.com)
原文链接:
http://www.3dtotal.com/team/Tuto ... wing_material01.asp


For this material you must use Mental Ray. ,

(对于这个材质你必须使用Mental Ray。)

Glowing materials are very useful to create light effects. For example a neon-light effect.
(发光材质对于创建灯光效果是非常有用的。例如一个霓虹灯的效果。)

This kind of material is a light-emitting material. It will create light and shadows like an Omni Light. Let's see the steps to do:
(这种类型的材质是一个发射光线的材质。它会像泛光灯一样产生照明和阴影,让我们看看它的步骤。)

1. Change in the material editor the Standard material to an Architectural (Image 1)
(1.首先将材质编辑器的标准材质换成建筑材质。如图1)


2. Choose the color of your glowing material in the diffuse color slot.
(2.选择你发光材质里漫射样本槽里的颜色。)
3. Now go to the setting "luminance cd/m2". This setting allows you to create a material which is able to emit light. This setting is very similar to the standard "self-illumination" slot. But in the architectural material you can add a value which is much more higher than 100. The higher the value the brighter the material's light emission.

(3.现在进行亮度设置。这个设置允许你创建一个能发射光线的材质。这个设置跟标准的自发光样本槽非常相似。但是在建筑材质中你可以将这个值添加到100以上。值越高,材质发射的光线越亮。)
It is very important that you enable Final Gather (in max 9 the option "SAMPLES" is called “rays per FG point”) since the glow effect and the emission of light will be possible only with this setting. The higher the number in FG Samples/ FG point the better will be the quality. Put 1 for low quality (for test renderings - Image 2- ) and 250-400 for good quality.
(这里打开最终聚集是非常重要的(在max9中,采样选项被称为“每个最终聚集点的光线值”)因为只有打开最终聚集,发光效果和光线的发射才是可能的。最终聚集(FG)采样值或是FG采样点的值越高,质量越好。默认的1是很低质量的(测试渲染参数如下图所示),250到400可以得到很好的渲染质量。)



If you go to increase the value in MAX BOUNCES - image 3- (in Max 9 it is called DIFFUSE BOUNCES - image 4- ) in the Final Gather panel, you will be able to give more energy to your light effect. It is possible to illuminate an entire room by using the MAX BOUNCES setting: the indirect light that comes from the light that bounces on the walls will add more realism to the scene. But it takes much more time to render the scene. You should have additional lights anyway to achieve a perfect illumination of your interior (this kind of technique and all light settings are explained during the lessons of the Florence Design Academy).
(如果你在最终聚集面部里增加最大反弹值——见图2(在max9中被称为漫反射--见图2),这将给你的光效更多的能量。通过使用最大反弹设置可以使它照亮整个房间称为可能:光线在墙面的反弹所带来的间接照明将给场景增加极大的真实感。但是它也将花费更多的时间来渲染。通常你需要增加灯光来达到你内心完美的照明(这种技术和所有的灯光设置都会在佛罗伦萨设计学院的课程里进行讲解)。






Try to make this small experiment: Create a box, and place a sphere on top of it. Assign to the sphere a glowing material and enable all settings explained before (don't create any light). In the rendering you will see that all the scene is illuminated and that the sphere is emitting light. But i is clearly visible that the illumination is not coming only from the sphere. If you don't create any light 3D Studio Max will create a default light. But what if you don't want this additional default light of 3D Studio Max because you need a very dark scene in which only the sphere is visible as glowing object ? Let's go on with our small experiment :Just create a Mr Omni light, and disable it from the modify panel (uncheck in the beginning of the panel the slot "ON")

(来做一个简单的试验:创建一个box,然后在上面放一个球体。给球指定一个发光材质,并打开之前讲解到的所有设置(但不要创建灯光)。在渲染种你将看到所有的场景都被照亮了,球体发射了光线。但是很明显,光线并不只是来自于球体。如果你没有创建任何其他的灯光,3dsmax会创建默认的灯光。但是如果你不希望有这个3dsmx的默认灯光,因为你需要一个非常黑暗的场景,而球体在其中作为发光物体是可见的。现在继续我们的小试验:创建一个MR泛光灯,在修改面版中关闭它(不要勾选面板开始的方形框“ON”)。
Make a new rendering. Only now the scene is how it has to be in reality. The only light which is illuminating the scene is the sphere.
(做一个新的渲染。现在场景是接近真实的了。惟一的照亮场景的光源那个球。)



Here below you have a sample with a room.
(下面有一个房间的简单例子。)

Image A: (图像A)
Rendering of a room with a default light. d,
(使用默认灯光进行渲染)

Image B: (图像B)

Rendering of the same room with Architectural material assigned to the box on the ceiling. It is clearly visible that the entire room has the same illumination like before, now we can see shadows under the teapot. Since we are using a default light the entire scene looks wrong. The light should come only from the ceiling. "
(在相同的场景中,给box一个自发光的建筑材质。很明显的看出整个房间跟之前的场景光照情况很相似,我们可以看到茶壶下的阴影。但是我们使用默认的灯光来照亮整个房间是错误的,所有的光线都应该来自天花板。)

Image C: (图像C)
exactly the same scene of scene B, but now we have created and additional MR Omni and we have disabled it. Now finally we have a realistic result. It is clearly visible that the illumination is coming from the white on the ceiling.

(还是跟B一样的场景,但是现在我们创建添加来MR泛光灯,然后将它关闭。这次我们得到了一个真实的结果。很明显,光线都来自白色的天花板。)
Image D: (图像D)

same scene like image C, but now the MAX BOUNCE in the Final Gather panel has a value of 3.

(跟C一样的场景,但是在最终聚集面部里将光线最大反弹次数提高到了3。) 

From this sample you can see that it is possible to illuminate a room only trough this material, however I suggest to use always additional lights.  
(从这个简单的例子中,你可以看出仅仅通过这个材质来照亮整个房间是可能的,但是我还是建议你一般使用额外的灯光。)


A similar effect like the architectural material can be simulated with a simple self-illuminated material on which you apply an OUTPUT in which you increase the output value. But the architectural material is faster to manage. R2af>R  
(类似于建筑材质这种简单的效果也可以通过给一个简单的自发光材质使用输出贴图来模拟,你需要增加输出的值。但是建筑材质更容易管理。)
That's it.
(就这么多了。)
I hope you have enjoyed this tutorial.
(我希望你喜欢这个教程。)
Best Regards ?
Florence Design Academy (佛罗伦萨设计学院)

www.FlorenceDesignAcademy.com
来源:译文3D网

[ 本帖最后由 火柴盒 于 2008-4-21 12:35 编辑 ]
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