影视动画视频教程
模块: |
毛发 |
软件: |
3ds Max Nuke KRAKATOA |
讲解: |
英文+无字幕 |
播放时长: |
3小时 19分钟 |
版权: |
本资源来自互联网,仅供学习交流 |
下载链接: |
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使用软件: 3DS Max 2014、Krakatoa MX2、Nuke 8
项目文件:包含
教程大小:3.11 GB
播放时长:3小时 19分钟
在本教程中,我们将学习如何使用喀拉喀托建立生产质量的头发。我们将持续超过3ds Max中的Hair和Fur修改器的基础知识,这将推动由喀拉喀托火山产生的粒子的头发开始。
In this tutorial we'll learn how to use KRAKATOA to create production quality hair. We will begin by going over the basics of 3ds Max's Hair and Fur modifier, which will drive the particle hair created by KRAKATOA.
然后,我们会在如何建立一个PRT头发修饰,以获得相应的设置自然的毛发。然后,我们将详细探讨Kajiya凯和Marschner头发着色器是提供给我们的喀拉喀托,以及如何在Marschner着色器中使用的每个粒子通道功能,并出口渲染元素。下一步,我们将潜入岩浆编辑器来创建一些有用的头发专用MagmaFlows,并跟进学习如何使用磨砂对象,建立了国家设定在3ds Max来组织我们的渲染,以及如何使用阴影生成。
We will then go over how to set up a PRT hair modifier to get the settings appropriate for natural looking fur. Then we'll explore in detail the Kajiya-Kay and Marschner Hair shaders that are available to us in KRAKATOA, as well as how to use the Per-Particle Channel function within the Marschner shader, and export Render Elements. Next we'll dive into the Magma Editor to create some useful hair-specific MagmaFlows, and follow this up by learning how to use Matte objects, set up State Sets in 3ds Max to organize our renders, and how to use the Shadow Generator.
我们将通过介绍一些方法,以节省内存需求,进一步优化我们的场景中得出结论,然后导出渲染元素和复合他们在NUKE。通过本教程的最后,你将有一个透彻的了解如何使用质量惊人的喀拉喀托火山的头发和灵活性,并能够将其应用到自己的项目。
We will conclude by presenting a few ways to save on memory requirements and further optimize our scenes, and then export Render Elements and composite them in NUKE. By the end of the tutorial, you will have a thorough understanding of how to use the amazing quality and flexibility of KRAKATOA hair and be able to apply it to your own projects.
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