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(3dsmax) 'Fake GI'--模拟GI

'Fake GI'--模拟GI
'Fake GI'
by Bonar Siregar
原文链接:
http://www.3dtotal.com/team/Tutorials/fake_gi/fake_01.asp

In this simple tutorial, I am going to explain how to make a ’’Fake Global’’ illumination (Fake GI) without using any 3rd party render which nearly is the same quality as using GI’s but less time consuming to render.
(在这篇简单的教程中,我将介绍如何模拟全局照明,这样即使不用第三方的渲染器,也能达到近似的效果,而且能节省渲染的时间.)

Ok, Change the selection ALL (see image below) into lights which will help the selection of light. Use the Move tool to move the lights. Gizmo X, Y, Z, to move the light to the precise position.

(现在开始吧,如下图所示,将选择过滤器设置为all,这会帮助你选择灯光.使用移动工具移动灯光.用移动变换轴(x,y,z)来精确的移动到指定位置。)

Now create a Target Direct light in the viewport.


(在前视窗中创建一盏目标平行灯。)

Set the Target Direct light to (0, 0) in X, Y, Z gizmo.

(同样把平行灯也移动到(0,0),然后拖动x变换轴到如图位置。)
Then set the Direct as well to (0, 0) in X,Y,Z gizmo. After that drag it to X gizmo using move tool.

(同样把平行灯也移动到(0,0),然后拖动x变换轴到如图位置。)

Select the light (the target and the direct*), then group it

(选择创建的灯(包括目标点和灯点),将它们成组。)



Go to Top Viewport, set the pivot this time to (0, 0) in Y gizmo. Make sure the affect pivot only is active. Then Deactivate after you finish setting it. (In Tab Hierarchy)  
(转到顶视图,设置轴心点到(0,0)。请确认选择了“仅影响轴心点”按钮。完成后关闭这个按钮。(在历史面板)。)

Done. Set the group gizmo, then we copy the lights in instance using the Array tool. (Tools > Array) Settings refer to the image

(继续。选择灯光组,在阵列工具选择“关联”复制方式。(tools>array)具体设置参照下图。)


Go to Top Viewport, select all the lights except the Target. (Ungroup all the lights first) The easier way is ungroup all the lights > CTRL + A> hold ALT + select all the Targets.

(在顶视图中,选择所有的灯光(不要选择目标点),记得要先解散群组。一个快速的选择方法是:先解散群组,然后Ctrl+a全选,按住Alt键框选目标点从而将它们剔除。)


After doing this, select the Directs, copy it to Y gizmo and use instance copy. (Front Viewport) Then copy it again once more, scale it until it looks like the shape of a dome. For a better results, add 1 direct above the dome by select 1 direct copy instance and move it upward and set the Gizmo X & Y to (0,0).

(完成之后,保持对灯点的选择,在前视图中按住shift移动y轴进行关联复制。再次复制,并将两次复制出的灯阵缩放到合适大小,使它们看起来像一个球形屋顶。为了得到更好的效果,需要在屋顶添加一盏目标平行灯。可以从已有的灯阵中选一个进行关联复制,并将他移动到合适位置。)


Light settings.(灯光设置)

Rendering results:

(渲染结果:)
Tips for a better shadows result :  
(为了得到更好的阴影效果,有一些小贴士:)

-Make sure the light is in right position.
(确保灯光在合适的位置。)

-Directional parameters, try to adjust falloff/field till you get the good shadows.


(平行光属性中,尝试调整渐变场 falloff/field ,直到你得到好的阴影。)

-Shadow map parameters, increase the sample range for a better shadows. (set it around 32 - 40+)

(阴影贴图属性中,提高采用范围能得到更好的阴影。(一般可设置为32-40或更高)





来源:译文3D网
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