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MentalRay 环境模拟
MentalRay环境模拟
这篇教程翻译的不是很好,有些术语不懂,请高人查缺补漏,修改一下,以免误人子弟。
I read a thread which was started by Filip Orrby, in which he asked “How to make object not block FG rays?”. He went on to answer his own question and since it is similar to a technique I use, I decided to elaborate.
我读到一个人询问“如何让物体不阻塞FG射线?”他的答案和以前我用到的一种技术很相似。我在这里详细阐述一下。
I’m going to write about a shader and lighting setup I use a fair bit for product shots, where the background is very simple, often white and the product is to be brightly lit. For my final renders I usually break things into render layers, but I like to be able to quickly render everything in one pass to evaluate my animation and to show my progress to the client.
我正要写一篇我经常使用的shader以及一个照明设置的文章,这种技巧经常被用于我的产品展示渲染,这个设置背景很简单,经常是白色背景,能使产品看上去更加光亮一些。在最后的渲染中经常将物体渲染出不同的层通道,但我也喜欢在给客户展示时,会将所有物体放到一个Pass中渲染,以节省时间。
Here is a typical example of the end result.
这是典型的最终结果
To see a step-by-step breakdown of the setup, click here
My lighting is physical sun/sky using final gather. My background is a simple fileTexture of a cloudy sky above a white ground which I have mapped onto a flattened sphere. You can download my scene file here.
我使用了物理天光系统,背景是一个简单的天空文件贴图,地面是白色的压扁的球体。你可以点击这里下载源文件。
Here is a snapshot of the wireframe.
线框的截图
and this is a small version of the sky map
天空贴图
The problem is that the flattened sphere blocks the final-gather rays from the physical sky. I could just live with it and use the sphere surface with its file texture as a final-gather radiator. And I would get somthing like this
问题是扁平的球体阻挡了来自天光的FG射线。我只能将带着贴图的球体作为FG的散射器了,如下图所示。
As you can see the result is still good and is not drastically different to the first image. But my background image is mostly white with a bit of blue and this drives the look of the FG giving it a neutral feel. Compare this with the first image where, due to the low angle of the sun, there is a noticeable warm look to the FG.
So, how do we stop the sphere blocking the FG? The answer is, by
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