[转载]选译国外大师渲染Season 1.05_Makin'of Reading

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INTRODUCTION | 介绍
Here will explain very simple practice interior render with HDRI
lighting
·
关于室内HDRI真实灯光的一篇简单教程
PREPARATION | 预置
For all my projects I set my gamma for LWWF(Linear Workflow) to get
a correct brightness and because I want to do post production on my
image.
·
个人的一个作图习惯 - 把gamma设置成LWWF(Linear
Workflow.线性流程)以获得最真实的光感,减少后期工作。
MODELING | 建模
In this scene I used ready made models for accessaries, so I just
modeled the wall, floor, window object using basic edit poly. And I
created a simple decorative cloth model in Clo3d 2011.
· 场景里基本使用的都是外部引入的家具摆设模型,只需要建门窗地板,然后要提到的是用Clo3d
2011(三维服装软件)做了个简单的衣服模型。
· 视角如下
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Book case for reflection on the mirror.
· 镜子反射用到的书柜
LIGHTING | 打光
As I said before, in this scene I am using HDRI lighting with
Vraylight Dome+HDRI map. You can see my method in the image
below.
· 场景用到的是HDRI 灯光和Vray灯光顶(Vraylight Dome)+ HDRI贴图,如下图所示。
You only have to set the mapping type to spherical, horiz,.
rotation to control the sum beam direction, and gamma to set a
correct GI, sun and strong shadow shape.
· 只需把设贴图设置成球形水平旋转来控制光束的大方向,把gamma设置成正确的GI,太阳光和重阴影形状。
This is the simulation using different gamma values:
· 下面是不同gamma值下的效果。
Increased gamma can make a soft shadow effect and weak sun
lighting. Decreased gamma can make the shadow look sharpen and
strong sun lighting.
· 较高的gamma值能达到柔和的光影效果,而较低的光影对比更强烈。
Of course
it is not a fixed setting. Different scenes require you to set
different gamma values and also different horiz. rotation to get
the correct lighting in your scene.
·
当然这不是唯一的参数设置,对于不同场景要灵活运用不同的gamma值和不同的水平旋转来达到最佳的光影效果。
CAMERA SETTINGS |
相机设定
· 以下是vray物理相机的简单参数
MATERIAL AND TEXTURING
There are a lot of advanced materials that I use in the simple
scene. I only use standard method color selector to set the diffuse
and reflect properties.
· 在这个简单的场景里有很多高级材质设置,在反射上只用到了基本的方法,没什么特别的。
Wood floor · 地板
Red Leather · 红皮革
Fabric · 布料
RENDER PRESET | 渲染预设
Here
are my render preset settings:
· 以下是这里用到的渲染预设
And this is the final raw rendered image:
· 下面是无后期的渲染图
Z-depth map image · 深度图
Reflection map image · 反射图
POST
PRODUCTION | 后期
In this process I only use
a simple technique for post production. I like natural colors in my
rendered image.
· 这一步用了个简单的后期技巧,我喜欢做很自然的颜色。
1. Color correction using color balance and curves and then add
· 用色彩平衡和曲线来做颜色校正,加入了一点发散的光晕。
2. Blend with a reflection map
· 与反射贴图混合
3. Add a Depth Of Filed effect using a z-depth map
· 用深度图增强效果
4. Chromatic Aberration · 色彩调节
That's all of the post
production and this is the final result: