影视动画视频教程
模块: |
渲染 |
软件: |
Maya |
讲解: |
英文+无字幕 |
播放时长: |
7小时 |
版权: |
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RenderMan高级渲染技巧视频教程 - Physically Plausible Shading in RenderMan Studio
所以一直以来的物理似是而非的底纹范式在皮克斯的RenderMan最近的变化,本课程介绍的概念,解释,和这个新的阴影和Renderman演播室灯光系统的实际工作流程。如果你熟悉以前的“传统”在旧版本的RenderMan Studio渲染,这当然会让你加快速度的当代物理上可行的系统,如果你是新来的RenderMan工作室一个伟大的地方开始与最新的技术用于绘制。
So much has changed since the recent addition of the physically plausible shading paradigm in Pixar's RenderMan, this course presents the concepts, explanations, and practical workflows of this new shading and lighting system in RenderMan Studio. If you're familiar with previous "traditional" rendering in older versions of RenderMan Studio, this course will get you up to speed with the contemporary physically plausible system, and if you're new to RenderMan Studio its a great place to start with the latest techniques used in rendering.
物理上合理的阴影,我们有一个系统的新的灯光和阴影,工作非常紧密地结合在一起,使用光线追踪?材料的物理性质。新的RenderMan Studio是基于物理的灯光和阴影的方法,重要性采样环境灯配套原拍摄HDR的,和一整套的基于物理的着色器,支持这些灯,包括通用材质,玻璃和磨砂。
With Physically Plausible Shading, we have a system of new lights and shaders that work very tightly together using raytracing ?and physical properties of materials. New to RenderMan Studio are physically based area lights and shadowing methods, importance-sampled environment lights supporting fully raw captured HDR's, and a whole suite of physically based shaders that support these lights, including the general-purpose shader, glass, and matte.
在我们探索所有的闪闪发光的新按钮的RenderMan Studio中启动的过程,我们把一些科学概念,到底什么是参与一个实际可行的范式的解释,以及它是如何不同于RenderMan以往的材质和灯光。一旦我们舒适的概念和解释,我们进入新的着色器和灯光在RenderMan Studio的实际使用,并潜入每个光与材质的例子,其重要的设置,和一些提示和技巧如何得到最出这光线追踪的基于物理的渲染系统。根据课堂时间,所涉及的其他主题可能是:瞬态光子贴图、体绘制和动态绑定。
Before we explore all the shiny new buttons in RenderMan Studio, we start the course off with some scientific concepts and explanations of what exactly is involved in a physically plausible paradigm, and how it differs from previous shaders and lights in RenderMan. Once we're comfortable with the concepts and explanations, we move into the practical use of the new shaders and lights inside RenderMan Studio, and dive into examples of each light and shader, their important settings, and some tips and tricks on how to get the most out of this raytraced physically based rendering system. Depending on class time, other topics covered could be: transient photon maps, volume rendering, and dynamic binding.
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