这就是我通常会使用的相机和渲染设置。
另外,还有一些高级位移的选项在渲染设置下。
Also, there are some advanced displacement options under render Settings.
我使用的场景,除了雾现场几乎所有相同的渲染设置。
I used almost the same render Settings for all of the scenes except the fog scene.
全局默认设置,用于全自动渲染设置,-只需打开GI和渲染。
New Global Defaults for fully automatic render Settings, - just turn on GI and render.
我的渲染设置相对标准。就是之前我提到的外部必要的曝光和环境设置。
My render set-up is pretty standard outside of the necessary exposure and environment Settings discussed earlier.
在Cinema4D渲染设置,您可以选择您想要的输出颜色配置文件 -保存选项。
You can choose your desired output Colour Profile in the Cinema4D Render Settings –Save options.
正如我之前所言,这不是一个分步的教程,你可以看到所有的设置,纹理属性和渲染设置。
As I said before, this is not a step by step tutorial, you can see all Settings, texture parameters and rendering setup in the file that I have included...
一旦我们完成了基础的效果设置,就可以开始为最终品质渲染设置参数(如图15所示)。
Once we're finished setting up the basic look, we can go about configuring the render globals for the final quality (Fig. 15).
因为我们准备好了有基本材质的场景,现在可以开始灯光和渲染设置,这总是工作中最棒的一部分。
Since we have the scene ready with basic materials we can now start working with lighting and render setup, which is always the best part of work.
也就是说,这种纹理的使用效果不是取决于材质,而是取决于渲染设置。 详情请参考渲染脚本文件。
That is, the texture to use can be not in the material, but taken from the settings of the Renderer instead, see Renderer scripting documentation.
如果你已经在3dsMAX的工作,在这个过程中你会学到一些特殊的技巧,灯光和渲染设置,这会提高你的素质呈现。
If you already work in 3ds Max, in this course you'll learn some special tricks with lighting and render Settings, which are going to improve the quality of your renders.
如果电话线上有足够的音量(通常表示有人在说话),则设置渲染变量。
If there is enough loudness on the line, which usually indicates someone speaking, the render variable is set.
许多移动浏览器使用该标签来设置网页渲染的某些方面。
Many mobile browsers use this tag to setup certain aspects of web page rendering.
你可以设置图片渲染使用的线程,应用的RAM数量,文本和图片渲染质量等等。
You can set the threads to use for image rendering, amount of RAM to utilize, and text and image rendering quality amongst other things.
如果已经读取了完整的数据样例,则使用build _ match_number子例程创建当前匹配状态,并且最佳匹配的声波纹将在stdout中输出并设置为可渲染。
If a full sample of data has been read, the current match state is created using the build_match_number subroutine, and the voice print with the best match is printed on stdout and set to be rendered.
为了确保渲染的效果图和我们的图像尺寸相同,执行窗口右侧的 渲染树>渲染 ,并设置高度和宽度为3613和5000 。
To make sure the rendering will have the same dimensions as our piece, on the right side go to Shader Tree > Render and set the width/height of the scene to 3613/5000.
它们可以被设置为任何顺序渲染、在屏幕的任何地方或仅是屏幕的以部分。
They can be set to render in any order, at any place on the screen, or only certain parts of the screen.
最后,你会真正创造你的资产,并设置他们的渲染。
Finally, you'll actually create your assets, and set them up for rendering.
它们可以被设置为以任何顺序来渲染,在屏幕上的任何地方来渲染,或仅仅渲染屏幕的一部分。
They can be set to render in any order, at any place on the screen, or only certain parts of the screen.
下图是基础材质设置和渲染。
每一个物体的烘培设置:灯光、网格渲染和地形-取决于当前的选择。
Per-object bake settings for lights, mesh renderers and terrains - depending on the current selection.
改变图层的渲染模式为“屏幕”(Screen),然后设置透明度为60%,然后你就会有下面的效果。
Change the layer blending mode of this layer to "Screen" and reduce the opacity of 60%, you will have the following effect.
我用相关照片建立了一些简单的渲染汽车灯光模型,灯光并不会设置的太亮。
I modified some simply rendered car lights with reference photographs and made them not too bright as I mentioned before.
现在如果我们将场景的环境背景设置为白色并渲染出,你发现你只得到了小车物体和它投下的阴影。
Now if we set the environment background to white and render out a shot you'll see you only get the object and the shadows it casts.
所以在设置完场景之后,我立即点击了渲染按钮。
So, after setting up the scene, I immediately hit the render button, and this is what will pop up.
在正向渲染中,光源本身也会根据他们的设置和强度受到不同的对待。
Lights themselves are also treated differently by Forward Rendering, depending on their Settings and intensity.
我们将介绍如何设置渲染层在玛雅和不同的AOV的我们需要核提高CG。
We will cover how the setup the render layer in Maya and the different AOV's we will need in Nuke for improve the CG.
这些是渲染背景的基本设置。在工作中,我经常使用LWF。
These are the basic settings for my scene. I usually use LWF (Linear Workflow) in my work.
下面你可以看到HDRI的设置和相机设置(几乎默认)用于游泳池和椅子的渲染场景。
Below you can see both HDRI Settings and camera Settings (almost default) used for the shoot where we see the swimming pool + chair.
下面你可以看到HDRI的设置和相机设置(几乎默认)用于游泳池和椅子的渲染场景。
Below you can see both HDRI Settings and camera Settings (almost default) used for the shoot where we see the swimming pool + chair.
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