标题: (3DMAX)'Magmaball Tutorial for Mental Ray -熔岩球教程 [打印本页] 作者: 火柴盒 时间: 2008-4-19 08:20 标题: (3DMAX)'Magmaball Tutorial for Mental Ray -熔岩球教程
'Magmaball Tutorial for Mental Ray & 3D Studio Max'--熔岩球教程 'Magmaball Tutorial for Mental Ray & 3D Studio Max'
Hi everybody .. welcome to my first tutorial. This tutorial is for Mental Ray and 3ds max 2008 !!!
(嗨,欢迎来看我的第一个教程。这个教程是用3dsmax2008和mentalRay制作的。)
Here is what we are going to make Final Movie and here are the scene and texture files Final Scene.
(这里是最终的]视频文件,场景和纹理请在本主题末尾的附件里下载。)
So ... because there are many tutorials on how to make materials I only will explain how I made the glowing magma. I started with a simple room, a camera, a path and a sphere with a "Path Constraint".
(因为已经有很多教程来讲如何制作材质了,所以我在这里只解释我是如何制作发光的岩浆的。首先做一个简单的房间,一个摄像机,以及一个被路径约束过的球体。)
We need two materials and a mix-map for the magma-ball, so we have to get a "blend" material (name it Magma_Ball). Ok, go into the first material slot of the "blend" material and apply a stone texture as diffuse-color and a bump-map. Name this material "stone" or something like that. (In this example the settings of the stone material are not that important because it is very dark)
Go into the second slot of the "blend" material and get an "Arch & Design" material, name it "magma". Scroll down to "Self Illumination (Glow)", set everything like on Img. 2.
(进入混合材质的第2个子材质,给它赋予"Arch & Design" 材质,并命名为 "magma"(熔浆)。展开自发光卷展栏,如下图一样进行设置。)
Apply a "noise map" in the "Filter Color" slot and set it like on img. 3.
(给自发光的颜色通道指定一个噪波贴图,贴图设置如下。)
Now you have a basic "hot-glowing" material. Go back to the "blend" material click the button next to "Mask" (None) and apply a bitmap (cracks for example). If you got everything right, the first step is done! (img. 4)
(现在你有一个基本的“|灼热发光”的材质。返回到"blend"材质点击遮罩贴图按钮,给它指定一个位图。如果一切正常,第一步就结束了。)
Open the render dialog (MentalRay should be active) switch to the "Renderer" tab and scroll down to the "Camera Effects" rollout. Under "Camera Shaders" click the button next to "Output" and assign a "Glare" shader. Now render the sphere to see the glow effect. Yea ... you have a glowing magma like material!
(打开渲染对话框(mentalray需要被激活),切换到"Renderer"面板,展开Camera Effects(摄像机特效)卷展栏。在"Camera Shaders" 下点击靠近"Output的按钮,指定一个 "Glare" shader给它。现在渲染球体来看看发光特效。你现在有一个发光的岩浆材质了。)
but ... we need one more step to bring a bit life to it.
(但是我们需要更多的步骤来给它一些生机。)
Open the "Mask" slot where you have applied the crack image, scroll down and open the "Output" categorie. Check "Enable Color Map" add a new point to the curve (quite close to the left point!!!) & animate it up over the time. (img. 5)
(打开你应用到混合材质的遮罩通道的贴图,展开"Output"卷展栏,勾选"Enable Color Map" (允许色彩贴图),并曲线添加一些点(主要是靠近左边),并记录动画。)
This causes that the mix map will change its black/white values so the magma material comes out stronger. You only need to set up the "Glare" shader how you like it (I changed the spread to 1,1).
(这将导致mix贴图改变它的黑白对比值,从而使得熔岩材质变得更强势。你只需要设置按你的喜好设置"Glare" shader 就行了,我将 spread 改到了1.1。)
Then copy the animated crack map into the "Displacement" slot of the magma material (choose "Instance") and animate the displacement value. (frame 0 = 0,15 -> frame 48 = 0,5 but it depends on your scene) You don't need this step but it helps a little bit to underline the pulse effect.
(关联复制被动画过的破碎贴图到岩浆材质的置换通道中,并动画调节置换的值(我的设置是第0帧值为0.15,第48帧值为0.5,当然这取决于你自己的场景)。你也可以跳过这步,但这将有助于脉搏跳动的效果。)
Ok, everything is done ... phuu but since we want the sphere to illuminate the scene casting real light and shadow we still need to do a few small things.
(好了,但是我们还希望这个球能照亮场景并透视真实的光线和阴影,所以我们还需要做一点事。)
First go to the "Indirect Illumination" tab in the render dialog and switch on "Final Gather" and set the preset to "Draft". The glow material now illuminates the scene but we need a light-source to cast real light and shadow.
(进入渲染设置中的间接光照面板,打开 "Final Gather(最终聚集),并使用草图的预设置。发光材质现在将照明场景但是我们还需要一个光源来发射真实的光线和阴影。)
Create an "Omni" light align and link it to the sphere change its settings and the "Far Attenuation" parameters that it doesn't illuminates the whole room (img. 6). sjyr9AF
(创建一盏泛光灯,对齐并链接到球体上,更改它的设置和远处衰减属性,这样它不至于照亮整个房子。)
Create two other omni lights which helps illuminating the scene (img. 6).
(创建两盏其他的泛光灯,帮助照亮整个场景。)
ok... ok... here comes the very last step ... our material, scene and render-setup is almost complete but we animated the displacement- value and the crack maps output value only in one direction but we want to have a pulse effect.
(现在是最后一步了,我们的材质,场景和渲染设置基本上已经完成了。但是我们还需要设置一下置换值的动画和破碎贴图输出值的动画,现在它们是线性的,而我们需要一种波动的效果。)
Select the sphere and open the "Mini Curve Editor" search for the "Magma_Ball" open it and open Material 2 (Magma). Scroll down till you see "Displacement Map Amount" select it (you should see a curve on the right side) select the curves' points click the button "Controller" then "Out-of-Range Types" and select "Ping Pong". Do the same for the cracks' output-value (img. 7).
(选择球体,打开迷你曲线编辑器,搜索岩浆材质,并打开第2个子材质。在下拉列表中选择置换贴图数量(你将看到一个曲线),选中曲线点,单击控制器按钮,更改"Out-of-Range Types"为乒乓。给破碎贴图的输出值进行相同的设置。)
On the left side of the curve-editor open the "Displacement Map" under "Displacement Map Amount" then open "Output" -> "Mono Color Map" -> "Curve 1" and select "Point 2". Select the curves' points on the right side -> Controller -> "Out-of-Range Types" -> "Ping Pong".
(在曲线编辑器的左侧,打开置换贴图数量下方的Displacement Map,并依次打开输出》色彩贴图》控制器》乒乓。)
If you have chosen "Instance" when you have copied the crack-map into the displacement slot the "Out-of-Range Types" should be changed, too. )
(如果你开始选择的是关联复制,那么 "Out-of-Range Types" 应该已经改变了。)