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VR笔记(VR notes)
Common parameters
1. Image aspect ratio: 1.333... Lock 400 x300
Renderer global switch 1. Light - default lights are off
Shift + L hide light 2. Secondary light offset: 0.001
Image sampling 1. Type 2. Anti-magnetic filtration (closing)
Indirect lighting (open)
Secondary bounce, global engine - light buffering
Luminous map
1. Current preset - very low
2. Basic parameters -- model segmentation
Light buffer 100 300
Display computer status (close)
3. Number of processes: according to the number of cores
system
1. Maximum depth of 90
2. Rendering area division x 32
3. Select the region sort with the image
4. Reverse ordering
5. Vray log - display window (closed)
White latex paint
VR material - diffusing 230,230,223 - high gloss 0.25%
Red latex paint
Click on VR material - select VR agent material - select save the child material - global light texture - select VR texture - diffuse color - brightness 245
Floor (reflective)
VR texture - diffuse texture - reflection 64 - high gloss 0.62 - gloss 0.81 - maximum depth 1 - texture copy to concave
(weak reflection)
Reflection 10 - high gloss 0.8 - convex 80
Stainless steel
VR material - diffuse 0 - reflection 154 - high gloss gloss 0.84 - gloss 0.88 - subdivide 50
White paint (surface)
VR material - diffuse 242 - reflectance decaying - attenuated type Fresnel - refractive index 1.4 - return - gloss 0.8
(wood)
Bump - wood texture map 30
The mirror
VR texture - reflection pure white
A colored mirror
Diffuse 45 - reflection 235.240.239 (reflecting place adjusts color)
Glass (window glass)
VR shader - the diffuse padded attenuation of 221.255.246-reflection-black 30-white 239-attenuated type Fresnel - return - high gloss gloss 0.84 - refraction 240 - check to affect the shadow and affect Alpha
White sheets
VR material - diffusion attenuation - 184-255 - white black stick down to blend curve - Bessel - pull - point on the upper right corner of the right right Bessel - drop-down - return - map - bump labeled with figure
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