3dmax تحميل دروس الاضاءة في 2010
فوتوشوب3dmax تحميل دروس الاضاءة في 2010 تحميل ويندوز جديد سريع برنامج حمايةAutodesk Maya v2011 - ISO تحميل download موبايل صوت تحويل نسخة تسجيل كراك سريال 2010 مقاوم تنظيف مسح Movie Label 2011 Programs الياهواnajm5 ماسنجر Autodesk Maya v2011 - ISO الجيل الثالث الجوال

Gnomonworkshop Global Illumination: Exteriors 3DMax| 1.6 GB
Genre: eLearning
Genre: eLearning
IT IS ALL ABOUT REFLECTION
- The main concept of Global Illumination starts with reflection.
- The way the rays react after they hit the surface is the key to the difference between specular and diffuse.
- The roughness of the surface is what determines the right look.
- Blurry reflections will give you the look of a rougher surface.
- CG specular, such as the one used in a typical Blinn BRDF, is a fake reflection of a CG light source.
- Blurry reflections can be achieved via scattering rays.
- The more rays you use the longer the rendering time.
- Diffuse light reflects off of surfaces in the same way but scattered in a much larger area.
- The same principles apply to diffuse scatter, where the more rays we use the longer the rendering time.
2. METHODS OF PRODUCING DIFFUSE SCATTER
- There are two basic methods: reflecting the light throughout the entire scene and optimizing the samples for
The viewport.
- When using global illumination, we always need to pay attention to the exposure levels, in the same way that
you need to pay attention to f-stop in a camera, since GI often uses real world lighting.
- Radiosity uses the mesh to collect samples. Every vertex collects a light sample. Precise modeling is a key
to Radiosity.
- Radiosity bakes the lighting into the entire scene.
- Photon mapping shoots rays from a light source.
- Photon maps can be thought of conceptually like shadow maps. The bigger the map, the better the quality,
the longer the rendering time.
- Gathering methods, such as final gather or irradiance mapping, or QMC sampling, only look for diffuse
bounce inside the viewport.
- Quasi Monte Carlo (QMC) sampling shoot rays for every AA sample.
- Irradiance mapping will use less samples in areas that don’t need it, and shoot more in areas that do.
3. ENVIRONMENT LIGHT
- Ambient light only works when taking occlusion into account.
- When sampling the environment, if you don’t actually bounce the light around but are only checking to see if
the geometry is occluding the environment, that is called Ambient Occlusion.
- When you actually bounce the light around, then you are doing Global Illumination.
- When lighting a scene with a skylight, you can add more light by increasing the multiplier of the sky.
- Brighter shaders create brighter scenes since they reflect more light. Darker shaders absorb more light.
- Brighter skylights and brighter shaders increase the rendering time since the rendering engine can’t be as
adaptive with its samples, and more samples are needed.
- You can use bounce cards rather then CG lights as fills, in the same manner that a photographer or DP would
use on set.
4. IMAGE BASED LIGHTING
- The best type of image to use when doing image based lighting is a High Dynamic Range Image (HDRI) which
represents 360 degrees of view.
- The HDRI is the base of all the lighting in your scene.
- A large library of HDRIs can provide a large number of lighting scenarios. Keep a large collection for different
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لدخول الموقع اكتب فى جوجل : نجم خمسة او
najm5
www.najm5.blogspot.com
3dmax تحميل دروس الاضاءة في 2010
www.najm5.blogspot.com
3dmax تحميل دروس الاضاءة في 2010
فوتوشوب3dmax تحميل دروس الاضاءة في 2010 تحميل ويندوز جديد سريع برنامج حمايةAutodesk Maya v2011 - ISO تحميل download موبايل صوت تحويل نسخة تسجيل كراك سريال 2010 مقاوم تنظيف مسح Movie Label 2011 Programs الياهواnajm5 ماسنجر Autodesk Maya v2011 - ISO الجيل الثالث الجوال
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