3D室内设计VR渲染面板精华.docx
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1、调出渲染面板=FlO,改为VRAY渲染器:然后在commonparameters卷展栏三-n三(、,1.egacy3dsmaxImageFile1.iSt1.ifDUseDeviceDevices.lRenderedFrameWindow厂NelRenderSkipExistingImagesrenderedframewindow前的勾选去掉,在renderer卷展栏下,vray帧缓存窗口下,勾选VRAY帧缓存器I_VRay:FrarnebufferPEnablebuii-inFrameBufferlRendertomemoryframebufferOutputresolutionlGetre
2、solutionfromMAXPixelaspect:T一;,idth1640C;640x4801024x7681600x1200HeightpSCi800x6001280x9602048x1536V-Rayrawimagefile厂RendertoV-Rayrawimagefile1.GeneratepreviewSplitrenderchannelsSaveseparaterenderchannelsPSaveRGBSavealphaBro.vie场景测试渲染参数设11在Vray全局设置下,关闭3D默认灯光和模糊效果,并将二次光线反弹值改为(三)Ol(有的版本最小为0.01或0.1,依据实
3、际状况而定)SRay:GIObalSwitCheSGeometrylDisplacement1.ightingl1.ights厂DefaultlightsPHiddenlightslShadows厂ShowGlonlyIndirectilluminationDontrenderfinalimageMaterialsRReflection/reffactionMaxdepthT3lMaps“FiltermapsMaxtransp.levels50C;Transp.cutoff10,001:Overridemtl:NOne厂SlossyefiectdRaytracingSecondaryraysb
4、ias10.001C2Vray图象品质下:(抗锯齿采样一平滑图象边缘)|VRay:Imdgesampler(AMiaIiasing)-ImagesamplerTmFid三-Antialiasingfilter-niJComputesAntialiasingusingavariablesizeareafilter.1.5W3Vray全局光照(光线在场景中反弹,将场景照亮)|-VR剪::lrectilumination(GI)|POn-Post-processingGlcausticsSaturation:p-tFSavemapsperframe厂ReflectiveContrast:1,0tlR
5、efractiveContrastbase:T一CPrimarybouncesMultiplier:11.0Glengine:radiancemap-SecondarybouncesMultiplier:0.85鼻Glengine:I1.ightCaCheVray发光贴图参数设WRay:MadianCemapBuilt-inpresets-CurrentPreSet:CUMomBasicParameteMinraMaxraHSph.SUbdhInterp.sampk3te:4CCkthresh:C:te:4tNrmthresh:lCs20CDistthresh:11Zbs15tuuurShow
6、calc,phase厂ShowdirectlightfShowsamplesDetailenhanceOnScarp,-feenWRadius:I(SubdivsmultAdvancedoptionsInterpolationtype1.ea$tsquaresfit(goodsmoothy,SamPlelookup:Densybased(best)二JCalc,passinterpolationsamples:115C“Multipass厂RandomizesamplesChecksamplevisibilityModeSeMode;ISingleframe二JiveResetBrowseFe
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