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3d快捷键(3D shortcut key)
Glass method one:
Standard material
Diffusion: the color of glass
Highlight 120
Gloss 90
Reflect 20 none to VR map;
Refract 100 none into a VR map; change the reflection to refraction
Glass method two:
VR material;
The color of the diffuse glass (water glass is white)
The appropriate reflection; (you can also add a fall attenuation off, then select the non Fresnel reflection)
Gloss 0.98;
Subdivision 5;
Refract pure white (100% transparent)
Subdivision 50
Between refractive index 1.517{1.5-1.6}
Affect shadow selection
Fog tones, glass colors
Fog multiplied by 0.1 (proper mediation)
Method for adjusting sand glass
In the glass method one tune, the launch of the VR map in the light fold tick parameters change to 300, subdivision 10
Method for adjusting sand glass two
Its in glass 2
The glossiness is 0.85
Subdivision 3
Wood, wood flooring:
A common bright floor:
VR material;
Diffuse plus grain map;
The reflected V value is 40-50; (also attenuated falloff, so that the reflection is truer and there is a real excessive reflection
Gloss 0.95;
(when its 8` grass subdivision official figure 12)
Bump - wood texture
Sanded floor:
Gloss is 0.9-0.85` figure out subdivision 15
White ceramics:
VR material:
Diffuse close to white;
Reflection 45;
Gloss 0.95;
(when its 8` grass subdivision official figure 12)
Smooth plastic:
VR material;
Adjust color;
Reflection 45;
Gloss 0.95;
(when its 8` grass subdivision official figure 12)
Non smooth plastic:
VR material ` `;
Adjust colors;
Reflection 45;
Gloss 0.85;
(when its 8` grass subdivision official figure 15)
Latex paint ``VR material ` near white
Stainless steel method one:
Standard material
Slow shot: close to white
Highlight 120
Gloss 90
100 none reflection into VR mapping.
Stainless steel method two:
VR material;
Diffuse ` white grey;
Reflection 60-80;
Gloss 0.95; abrasive sand 0.85
(when its 8` grass subdivision official figure 15);
Floor tile, ceramic tile:
VR material;
Diffuse import texture;
Reflection 40-5
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