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《Rendering light bulb with VRay》.doc

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《Rendering light bulb with VRay》.doc

Rendering light bulb with VRay Ok, you’ve learned how to model a nice light bulb. But what if you need a nice, fast and visually appealing render? Well, again you’ve come to the right place. Lets learn how to setup simple HDRI lit studio scene and materials. Introduction Right, in this tutorial I will not go into depth of either VRay render options or materials. But I will go through creating your own materials rather than downloading them from internet. So, lets say this one is for real ultimate beginners.:P Final Render So for this tutorial, naturally, you will need a model of a bulb. So, you should first read and complete Modeling light bulb tutorial and create yourself a model. Oh, you’ve done it already? No you actually just took the finished model from the tutorial? Ah well, it is up to you actually. If you haven’t already, download light bulb model here: Final model Ok, next step would be to set up your texture files. There is going to be some text written on the body of this bulb. So since I don’t have this kind of bulb at home, and I don’t know what is actually written on this one, I did some google searching and gathered some images. From Fresh2 website you can download some nice material like vector logo in .eps format and some images. And using some images from google I managed to recreate somewhat real looking textures. To save you some work, I will attach my finished textures here. You need one real texture that you will wrap around your model, and another called mask. It is basically black and white version of an original texture which tells our VRay where it will be transparent and where not. So, white color is marking the transparency, and black non transparency. Texture image Mask image STEP 1 Ok, now that we have all our material, we can actually start. You can delete all layers except “default”. Now using SelCrv select all curves and delete them. We don’t need them anymore. Rotate the bulb 90 degrees counter clock-wise in front viewport and using

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