Antialiasing filterWhen antialiasing and subpixels subdivision are com terjemahan - Antialiasing filterWhen antialiasing and subpixels subdivision are com Bahasa Indonesia Bagaimana mengatakan

Antialiasing filterWhen antialiasin

Antialiasing filter
When antialiasing and subpixels subdivision are computed, it is important to establish their contribution to the final render. The filters, which operate at subpixel level, allow one to define or fade the final output in accordance with the kind of filter set. All 3ds max standard filters are supported filters are supported by VRay, except for Plate Match.
Figure 3.38 VRay uses the same 3ds Max filters.
Area – it computes antialiasing by using an area filter with variable dimension, which is the original 3ds max filter.
Sharp Quadratic – it is 9-pixel rebuilding filter called Nelson Max filter.
Quadratic – it is 9-pixel blur filter based on quadratic spline.
Cubic – it is 25-pixel blur filter based on cubic spline.
Video – it is a 25-pixel blur filter optimized for NTSC and PAL video applications.
Soften – it is a Gaussian blending filter adjustable for mild blurring.
Cook Variable – it is a filter for general purpose. Values from 1 up to 2.5 lead to high resolution, while upper values make the image unfocused
Blend – it is mixture of defined area and Gaussian blending filters.
Blackman – high definition 25-pixel filter, but without edge optimization.

181/p166
Mitchell-Netravalli – it is two parameter filter: blur interchange, ringing and anisotropy.
Catmull-Rom - it is a 25-pixel rebuilding filter characterized by a mild edge optimization effect.

Notes
Now the question is: which sampling style is preferable to use? The only way to choose is by doing manu tests and trying to understand which situations make one method more suitable than another one. In any case, some suggestions might be useful:
- Adaptive subdivision sampler is the best solution to be applied in those scenes with few blurry effects and textures poor of details, thanks to its undersampling capability and speed in low detailed zones of the image.
- Adaptive QMC sampler offers the best performance in those scenes with very detailed textures with small geometries, and with very detailed animations too.
- Fixed rate offers the best quality in the case of extremely elaborates scenes, rich of effects, with small objects and detailed textures.
- Any adaptability is deleted if Min subdivs is equal to Max subdivs (or rate).

The last recommendation is about RAM use. Image sampling requires a lot of RAM to store information in each rendering panel (bucket). Using big size buckets, VRay increases the demand of RAM. This may happen when using the Adaptive subdivision sampler. Thus it is worth avoiding its use for heavy scenes requiring a vast amount of memory.

182/p167
examples
Example 1: What is antialiasing?
The same image with and without antialiasing is shown in the following examples.
Figure 3.39 the left image was calculated without AA, applying the fixed rate sampling method with subdivision set to 1. For the right hand image the AA was enabled through the fixed rate method as well, but increasing the subdivision parameter. Both rendering time and higher quality are visible.
Figure 3.40 enlargement of the previous scene. The switch pixels now shoe a hazy stair effect instead of a sharp one, as in the left image.

Example 2: Adaptive subdivision sampler
A sequence of rendered scened is shown in the following examples, where the three different sampling methods are applied: in each case quality and computing time are compared. The following scene is a very simple one: it shows linear geometries, no elaborate texture, no blurry effects, no Area Shadows etc…
Figur 3.41 Since no particularry blurry effects are present, the adaptive subdivision sampling method tends to be the best one for images of equal quality. Instead in this kind of situation, the fixed rate method is very slow even in areas without any antialiasing due to its non-adaptability.

183/p168
Example 3: Adaptive QMC sampler
We know that each sampling method has some merits and some faults. Previously it was shown that the adaptive subdivision is the best way to handle situations with very few blurry effects. Nut now we will see a scene where adaptive subdivision can lead to long computing times and unsatisfying quality, even without particularly complex effects. This is because the Adaptive QMC sampler is the best solution where high precision is needed (geometrical grid, models with very thin zone). Especially when QMC + QMC is used as GI computing method, as we will see.
Figure 3.42 This scene has a lot of small details on the windows. That is why the adaptive QMC is the best method in terms of quality/time ratio. Using the adaptive subdivision method quality is definitely lower, even with triple rendering time, especially in the uppermost part of tower, where antialiasing has failed in many pixles.
Figur 3.43 Scene enlargement.
In order to improve the quality of the rendered image using Adaptive subdivision sampler, one could modify Min rate, Max rate or threshold reducing it to 0.01. in this way the problem of “lost” pixels could be solved, but rendering time would increase considerably.

184/p169
Example 4: DOF, bump, and textures
The next scene is very simple.
1. Create a 150x150x60 box in Generic Unit.
2. 2. Apply a Shell modifier with outer value set to 1.
3. Apply an Edit Poly and, using the Vertex mode, move some vertexes in order to create a certain variation in polygon size.
4. Apply a greeble modifier, which is contained in the DVD. Then modify the parameters, which are simple in intuitive.
Figure 3.44 Working Area
5. Apply VrayMtl material to the box. Use two maps inside it, one as texture in the Diffuse channel and the other one as Bump. In this particular case a cement texture with its related Bump channel, produced by the same Diffuse map, was applied. Modify Bump value from 30 up to 100, in order to increase the Bump effect.
6. A spherical Vraylight with U Size = 2.5 and subdivision = 12 produces the lighting.
7. To make this test more interesting, the DOF wa also enabled by Modifying the parameter Subdivision = 12. The VRaylight and Subdivision correspondence is purely accidental, since 12 guarantees both a good VRayLight shadows quality and a good DOF quality.
It is then appropriate to define this scene “complex”, because of the presence of a GI, the Area shadows, DOF, Bump, and complex textures.
Figur 3.45 Two textures used in the following test. Each map’s original resolution is 5200x4600 pixels.

185/p170
Figure 3.46 Rendering test with variation of settings of the thress antialiasing computing methods.

186/p171
Figure 3.47 Enlarged image

187/p172
Fixed rate Sampler
Quality increases when increasing the subdivision number, while the internal DOF noise and the aliasing presence in textures drastically decrease. An excellent quality can be achieved with subdivision = 4

Adaptive QMC Sampler
By Applying the default settings rendering time decreases a lot, but the quality is not the highest possible. There is a lot of noise in the DOF and the Area Shadows. The textures do not suffer such low values, since they are not very complex and rich of details.
Even with Min rate = 2 there is a visible noise loss. Setting max rate = 3 the correct balance between quality and rendering time has been found. Anyway one could be satisfied with the previous step, where in 10 minutes a satisfactory level of quality was achieved. Render noise would be higher, but not that much. Actually this “effect” could be desired, since nowadays there is tendency to create images.

Adaptive Subdivision sampler
Applying the default settings Minsubdivs = -1 and max subdiv = 2 rendering times are very high: about 26 minutes. The quality is decent, but in the more difficult zone, meaning where DOF and Area Shadows are present, these parameters lead to render with spotted noise. In order to avoid this effect it is necessary to apply Min subdivs = 0, attaining a 28 minutes rendering time. This process wastes too much time compared to the level of quality achieved.

188/p173
Example 5: DOF and procedural textures
The next scene is very simple:
1. Create a plane with rather high dimensions, for instance 2600x1600 Generic unit. Once a tiles textures has been applied, this allows one to test the different antialiasing methods, because of the wide surface to be rendered. Place the plane in the centre of the scene.
2. Create a couple of objects about 20 units high, -11 and 11 units aways from the centre. Generate a series of 5 objects at 50 units distance from each other.
3. Create a camera with the target positioned upward in the Top view, with coordinates 0, -1300
4. Align the camera target with the last object of the scene. This allows one to set the DOF very quickly.
Figur 3.48 3ds Max software view. The scene is composed by 10 polygonal vessels, a camera and a lighting generated by VRaySun + VRaySky v 1.47.03. the aim is to test all the antialiasing methods regarding the quality/time ratio.
5. Set the DOF as in the picture. Modify the DOF subdivs parameter from 6 to 8, in order to obtain higher rendering quality.
Figure 3.49 Enabling the Get from camera parameter, the onjects aligned with the camera target are focused. Everything else is not focused. This is a fast and precise method in the DOF setting.

189/p174
6. Use the VRaySun + VRaySky sustem for lighting. If one is not yet practical in its ise it possible to create a lighting setup at will. The exercise’s fundamental purpose does not concern lighting techniques.
7. Place VRaySub by Setting parameters as in the image. P.S.: VRaySun parameters have been refined and modified in the versions following the 1.48. thus probably these settings might generate a different lighting if one is not using the v1.48.
Figure 3.50 The New VRaySun is applied for lighting the scene.
8. A skylight is also used for lighting the scene. Thanks to the new feature of VRay it is possible to use as skylight the VRaySky map, which allow one to simulate the sky correctly. Later we will see this object in more detail. Manually movi
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Antialiasing filter
When antialiasing and subpixels subdivision are computed, it is important to establish their contribution to the final render. The filters, which operate at subpixel level, allow one to define or fade the final output in accordance with the kind of filter set. All 3ds max standard filters are supported filters are supported by VRay, except for Plate Match.
Figure 3.38 VRay uses the same 3ds Max filters.
Area – it computes antialiasing by using an area filter with variable dimension, which is the original 3ds max filter.
Sharp Quadratic – it is 9-pixel rebuilding filter called Nelson Max filter.
Quadratic – it is 9-pixel blur filter based on quadratic spline.
Cubic – it is 25-pixel blur filter based on cubic spline.
Video – it is a 25-pixel blur filter optimized for NTSC and PAL video applications.
Soften – it is a Gaussian blending filter adjustable for mild blurring.
Cook Variable – it is a filter for general purpose. Values from 1 up to 2.5 lead to high resolution, while upper values make the image unfocused
Blend – it is mixture of defined area and Gaussian blending filters.
Blackman – high definition 25-pixel filter, but without edge optimization.

181/p166
Mitchell-Netravalli – it is two parameter filter: blur interchange, ringing and anisotropy.
Catmull-Rom - it is a 25-pixel rebuilding filter characterized by a mild edge optimization effect.

Notes
Now the question is: which sampling style is preferable to use? The only way to choose is by doing manu tests and trying to understand which situations make one method more suitable than another one. In any case, some suggestions might be useful:
- Adaptive subdivision sampler is the best solution to be applied in those scenes with few blurry effects and textures poor of details, thanks to its undersampling capability and speed in low detailed zones of the image.
- Adaptive QMC sampler offers the best performance in those scenes with very detailed textures with small geometries, and with very detailed animations too.
- Fixed rate offers the best quality in the case of extremely elaborates scenes, rich of effects, with small objects and detailed textures.
- Any adaptability is deleted if Min subdivs is equal to Max subdivs (or rate).

The last recommendation is about RAM use. Image sampling requires a lot of RAM to store information in each rendering panel (bucket). Using big size buckets, VRay increases the demand of RAM. This may happen when using the Adaptive subdivision sampler. Thus it is worth avoiding its use for heavy scenes requiring a vast amount of memory.

182/p167
examples
Example 1: What is antialiasing?
The same image with and without antialiasing is shown in the following examples.
Figure 3.39 the left image was calculated without AA, applying the fixed rate sampling method with subdivision set to 1. For the right hand image the AA was enabled through the fixed rate method as well, but increasing the subdivision parameter. Both rendering time and higher quality are visible.
Figure 3.40 enlargement of the previous scene. The switch pixels now shoe a hazy stair effect instead of a sharp one, as in the left image.

Example 2: Adaptive subdivision sampler
A sequence of rendered scened is shown in the following examples, where the three different sampling methods are applied: in each case quality and computing time are compared. The following scene is a very simple one: it shows linear geometries, no elaborate texture, no blurry effects, no Area Shadows etc…
Figur 3.41 Since no particularry blurry effects are present, the adaptive subdivision sampling method tends to be the best one for images of equal quality. Instead in this kind of situation, the fixed rate method is very slow even in areas without any antialiasing due to its non-adaptability.

183/p168
Example 3: Adaptive QMC sampler
We know that each sampling method has some merits and some faults. Previously it was shown that the adaptive subdivision is the best way to handle situations with very few blurry effects. Nut now we will see a scene where adaptive subdivision can lead to long computing times and unsatisfying quality, even without particularly complex effects. This is because the Adaptive QMC sampler is the best solution where high precision is needed (geometrical grid, models with very thin zone). Especially when QMC + QMC is used as GI computing method, as we will see.
Figure 3.42 This scene has a lot of small details on the windows. That is why the adaptive QMC is the best method in terms of quality/time ratio. Using the adaptive subdivision method quality is definitely lower, even with triple rendering time, especially in the uppermost part of tower, where antialiasing has failed in many pixles.
Figur 3.43 Scene enlargement.
In order to improve the quality of the rendered image using Adaptive subdivision sampler, one could modify Min rate, Max rate or threshold reducing it to 0.01. in this way the problem of “lost” pixels could be solved, but rendering time would increase considerably.

184/p169
Example 4: DOF, bump, and textures
The next scene is very simple.
1. Create a 150x150x60 box in Generic Unit.
2. 2. Apply a Shell modifier with outer value set to 1.
3. Apply an Edit Poly and, using the Vertex mode, move some vertexes in order to create a certain variation in polygon size.
4. Apply a greeble modifier, which is contained in the DVD. Then modify the parameters, which are simple in intuitive.
Figure 3.44 Working Area
5. Apply VrayMtl material to the box. Use two maps inside it, one as texture in the Diffuse channel and the other one as Bump. In this particular case a cement texture with its related Bump channel, produced by the same Diffuse map, was applied. Modify Bump value from 30 up to 100, in order to increase the Bump effect.
6. A spherical Vraylight with U Size = 2.5 and subdivision = 12 produces the lighting.
7. To make this test more interesting, the DOF wa also enabled by Modifying the parameter Subdivision = 12. The VRaylight and Subdivision correspondence is purely accidental, since 12 guarantees both a good VRayLight shadows quality and a good DOF quality.
It is then appropriate to define this scene “complex”, because of the presence of a GI, the Area shadows, DOF, Bump, and complex textures.
Figur 3.45 Two textures used in the following test. Each map’s original resolution is 5200x4600 pixels.

185/p170
Figure 3.46 Rendering test with variation of settings of the thress antialiasing computing methods.

186/p171
Figure 3.47 Enlarged image

187/p172
Fixed rate Sampler
Quality increases when increasing the subdivision number, while the internal DOF noise and the aliasing presence in textures drastically decrease. An excellent quality can be achieved with subdivision = 4

Adaptive QMC Sampler
By Applying the default settings rendering time decreases a lot, but the quality is not the highest possible. There is a lot of noise in the DOF and the Area Shadows. The textures do not suffer such low values, since they are not very complex and rich of details.
Even with Min rate = 2 there is a visible noise loss. Setting max rate = 3 the correct balance between quality and rendering time has been found. Anyway one could be satisfied with the previous step, where in 10 minutes a satisfactory level of quality was achieved. Render noise would be higher, but not that much. Actually this “effect” could be desired, since nowadays there is tendency to create images.

Adaptive Subdivision sampler
Applying the default settings Minsubdivs = -1 and max subdiv = 2 rendering times are very high: about 26 minutes. The quality is decent, but in the more difficult zone, meaning where DOF and Area Shadows are present, these parameters lead to render with spotted noise. In order to avoid this effect it is necessary to apply Min subdivs = 0, attaining a 28 minutes rendering time. This process wastes too much time compared to the level of quality achieved.

188/p173
Example 5: DOF and procedural textures
The next scene is very simple:
1. Create a plane with rather high dimensions, for instance 2600x1600 Generic unit. Once a tiles textures has been applied, this allows one to test the different antialiasing methods, because of the wide surface to be rendered. Place the plane in the centre of the scene.
2. Create a couple of objects about 20 units high, -11 and 11 units aways from the centre. Generate a series of 5 objects at 50 units distance from each other.
3. Create a camera with the target positioned upward in the Top view, with coordinates 0, -1300
4. Align the camera target with the last object of the scene. This allows one to set the DOF very quickly.
Figur 3.48 3ds Max software view. The scene is composed by 10 polygonal vessels, a camera and a lighting generated by VRaySun + VRaySky v 1.47.03. the aim is to test all the antialiasing methods regarding the quality/time ratio.
5. Set the DOF as in the picture. Modify the DOF subdivs parameter from 6 to 8, in order to obtain higher rendering quality.
Figure 3.49 Enabling the Get from camera parameter, the onjects aligned with the camera target are focused. Everything else is not focused. This is a fast and precise method in the DOF setting.

189/p174
6. Use the VRaySun + VRaySky sustem for lighting. If one is not yet practical in its ise it possible to create a lighting setup at will. The exercise’s fundamental purpose does not concern lighting techniques.
7. Place VRaySub by Setting parameters as in the image. P.S.: VRaySun parameters have been refined and modified in the versions following the 1.48. thus probably these settings might generate a different lighting if one is not using the v1.48.
Figure 3.50 The New VRaySun is applied for lighting the scene.
8. A skylight is also used for lighting the scene. Thanks to the new feature of VRay it is possible to use as skylight the VRaySky map, which allow one to simulate the sky correctly. Later we will see this object in more detail. Manually movi
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Antialiasing filter
Ketika antialiasing dan subpiksel subdivisi dihitung, penting untuk menetapkan kontribusi mereka ke final render. Filter, yang beroperasi pada tingkat subpixel, memungkinkan seseorang untuk menentukan atau memudar hasil akhir sesuai dengan jenis filter set. Semua filter standar 3ds max didukung filter didukung oleh VRay, kecuali Plat Pertandingan.
Gambar 3.38 VRay menggunakan 3ds Max yang sama filter.
Lokasi - itu menghitung antialiasing dengan menggunakan filter area dimensi variabel, yang merupakan 3ds max asli filter.
tajam kuadrat - itu adalah 9-pixel penyaring pembangunan kembali yang disebut Nelson Max filter.
Kuadrat - itu 9-pixel blur filter berdasarkan spline kuadrat.
Kubik - itu 25-pixel Filter blur berdasarkan spline kubik.
Video - itu adalah 25- pixel blur filter yang dioptimalkan untuk NTSC dan aplikasi video PAL.
Lembutkan - itu adalah campuran filter Gaussian disesuaikan untuk kabur ringan.
Masak Variabel - itu adalah filter untuk tujuan umum. Nilai dari 1 hingga 2,5 menyebabkan resolusi tinggi, sementara nilai-nilai atas membuat gambar tidak fokus
Blend - itu adalah campuran dari area yang ditetapkan dan filter blending Gaussian.
Blackman -. definisi tinggi saringan 25-pixel, tapi tanpa optimasi tepi 181 / P166 Mitchell- Netravalli - itu dua parameter filter: blur pertukaran, nada dan anisotropi. Catmull-Rom - itu adalah pembangunan kembali saringan 25-pixel ditandai dengan efek optimasi tepi ringan. Catatan Sekarang pertanyaannya adalah: mana sampling gaya adalah lebih baik untuk digunakan? Satu-satunya cara untuk memilih adalah dengan melakukan tes manu dan mencoba untuk memahami situasi membuat satu metode yang lebih cocok dari satu sama lain. Dalam kasus apapun, beberapa saran mungkin berguna: - Adaptive subdivisi sampler adalah solusi terbaik untuk diterapkan dalam adegan dengan sedikit efek buram dan tekstur miskin rincian, berkat kemampuan undersampling dan kecepatan dalam zona rinci rendah gambar. - Adaptive QMC sampler menawarkan kinerja terbaik dalam adegan dengan tekstur yang sangat rinci dengan geometri kecil, dan dengan animasi yang sangat rinci juga. - Bunga tetap menawarkan kualitas terbaik dalam hal yang sangat menguraikan adegan, kaya efek, dengan benda-benda kecil dan tekstur rinci . - Setiap adaptasi dihapus jika Min subdivs sama dengan Max subdivs (atau tingkat). Rekomendasi terakhir adalah tentang penggunaan RAM. Gambar sampel membutuhkan banyak RAM untuk menyimpan informasi dalam setiap panel render (bucket). Menggunakan ukuran ember besar, VRay meningkatkan permintaan RAM. Hal ini bisa terjadi bila menggunakan subdivisi sampler Adaptive. Jadi ada baiknya menghindari penggunaannya untuk adegan berat yang memerlukan sejumlah besar memori. 182 / p167 contoh Contoh 1: Apa yang antialiasing? Gambar sama dengan dan tanpa antialiasing ditunjukkan dalam contoh berikut. Gambar 3.39 gambar kiri dihitung tanpa AA, menerapkan metode sampling yang tetap tingkat dengan subdivisi set ke 1. Untuk gambar tangan kanan AA itu diaktifkan melalui metode bunga tetap juga, tetapi meningkatkan parameter subdivisi. Kedua waktu render dan kualitas yang lebih tinggi terlihat. Gambar 3.40 pembesaran adegan sebelumnya. Saklar piksel sekarang sepatu efek tangga kabur daripada sebuah tajam, seperti pada gambar sebelah kiri. Contoh 2: Adaptive subdivisi sampler Sebuah urutan diberikan scened ditunjukkan pada contoh berikut, di mana tiga metode sampling yang berbeda diterapkan: di setiap Kualitas kasus dan waktu komputasi dibandingkan. Adegan berikut ini adalah sangat sederhana: itu menunjukkan geometri linear, tidak ada tekstur rumit, tidak ada efek kabur, tidak ada area Bayangan dll ... Figur 3.41 Karena tidak ada particularry efek kabur yang hadir, metode adaptif subdivisi sampel cenderung menjadi yang terbaik untuk gambar kualitas yang sama. Sebaliknya dalam situasi seperti ini, metode bunga tetap sangat lambat bahkan di daerah tanpa antialiasing apapun karena non-adaptasi. 183 / P168 Contoh 3: Adaptive QMC sampler Kita tahu bahwa setiap metode pengambilan sampel memiliki beberapa kelebihan dan beberapa kesalahan. Sebelumnya itu menunjukkan bahwa pembagian adaptif adalah cara terbaik untuk menangani situasi dengan sangat sedikit efek kabur. Nut sekarang kita akan melihat sebuah adegan di mana subdivisi adaptif dapat menyebabkan waktu komputasi yang lama dan kualitas memuaskan, bahkan tanpa efek yang sangat kompleks. Hal ini karena sampler Adaptive QMC adalah solusi yang terbaik di mana presisi tinggi diperlukan (grid geometris, model dengan zona sangat tipis). Terutama ketika QMC + QMC digunakan sebagai metode komputasi GI, seperti yang akan kita lihat. Gambar 3.42 Adegan ini memiliki banyak detail-detail kecil di jendela. Itulah mengapa adaptif QMC adalah metode terbaik dalam hal rasio kualitas / waktu. Menggunakan kualitas metode pembagian adaptif pasti lebih rendah, bahkan dengan waktu render tiga, terutama di bagian paling atas dari menara, di mana antialiasing telah gagal dalam banyak pixles. Figur pembesaran 3,43 Scene. Dalam rangka meningkatkan kualitas gambar yang diberikan dengan menggunakan subdivisi Adaptive sampler, orang bisa memodifikasi Min menilai, Max menilai atau ambang batas mengurangi ke 0,01. dengan cara ini masalah "hilang" piksel dapat diselesaikan, tapi render waktu akan meningkat jauh. 184 / p169 Contoh 4: DOF, benjolan, dan tekstur Adegan berikutnya adalah sangat sederhana. 1. Buat 150x150x60 kotak di Generik unit. 2. 2. Oleskan pengubah Shell dengan nilai luar set ke 1. 3. Menerapkan Edit Poli dan, dengan menggunakan modus Vertex, memindahkan beberapa vertexes dalam rangka menciptakan variasi tertentu dalam ukuran poligon. 4. Menerapkan pengubah greeble, yang terkandung dalam DVD. Kemudian memodifikasi parameter, yang sederhana dalam intuitif. Gambar Wilayah Kerja 3.44 5. Terapkan bahan VrayMtl ke kotak. Gunakan dua peta di dalamnya, satu sebagai tekstur dalam saluran membaur dan yang lainnya sebagai Bump. Dalam kasus ini tekstur semen dengan saluran Bump terkait, yang diproduksi oleh peta membaur sama, diterapkan. Mengubah nilai Bump dari 30 sampai dengan 100, dalam rangka meningkatkan efek Bump. 6. Sebuah bola Vraylight dengan U Ukuran = 2,5 dan subdivisi = 12 menghasilkan pencahayaan. 7. Untuk membuat tes ini lebih menarik, DOF wa juga diaktifkan dengan Memodifikasi parameter Subbagian = 12. VRaylight dan Subbagian korespondensi adalah murni kecelakaan, sejak 12 jaminan baik baik kualitas bayangan VRayLight dan kualitas DOF yang baik. Hal ini kemudian yang tepat untuk mendefinisikan adegan ini "kompleks", karena adanya GI, bayangan area, DOF, Bump, dan tekstur yang kompleks. Figur 3.45 Dua tekstur yang digunakan dalam pengujian berikut. Resolusi asli masing-masing peta adalah 5200x4600 piksel. 185 / p170 Gambar uji 3.46 Rendering dengan variasi pengaturan metode komputasi antialiasing thress. 186 / p171 Gambar 3.47 image Diperbesar 187 / p172 tingkat Tetap Sampler Kualitas meningkat ketika meningkatkan jumlah subdivisi, sedangkan internal kebisingan DOF dan kehadiran aliasing dalam tekstur drastis menurun. Kualitas yang sangat baik dapat dicapai dengan subdivisi = 4 Adaptive QMC Sampler Menerapkan pengaturan default waktu render berkurang banyak, tapi kualitasnya tidak setinggi mungkin. Ada banyak suara dalam Bayang-Bayang di Area DOF dan. Tekstur tidak menderita nilai rendah seperti, karena mereka tidak sangat kompleks dan kaya detail. Bahkan dengan Min tingkat = 2 ada kerugian kebisingan terlihat. Mengatur tingkat max = 3 keseimbangan yang benar antara kualitas dan waktu render telah ditemukan. Pokoknya yang bisa puas dengan langkah sebelumnya, di mana dalam 10 menit tingkat yang memuaskan kualitas dicapai. Membuat kebisingan akan lebih tinggi, tapi tidak banyak. . Sebenarnya ini "efek" dapat diinginkan, karena saat ini ada kecenderungan untuk membuat gambar Subbagian Adaptive sampler Menerapkan pengaturan default Minsubdivs = -1 dan max kali Subdiv = 2 render yang sangat tinggi: sekitar 26 menit. Kualitas layak, tetapi di zona yang lebih sulit, yang berarti di mana DOF dan Daerah Bayangan hadir, parameter ini menyebabkan membuat dengan kebisingan tutul. Untuk menghindari efek ini perlu untuk menerapkan Min subdivs = 0, mencapai 28 menit waktu render. Terlalu banyak waktu limbah proses ini dibandingkan dengan tingkat kualitas yang dicapai. 188 / p173 Contoh 5: DOF dan tekstur prosedural Adegan berikutnya adalah sangat sederhana: 1. Membuat pesawat dengan dimensi yang agak tinggi, misalnya 2600x1600 Unit Generik. Setelah tekstur ubin telah diterapkan, ini memungkinkan seseorang untuk menguji metode antialiasing yang berbeda, karena permukaan yang luas yang akan diberikan. Tempatkan pesawat di tengah adegan. 2. Buat beberapa objek sekitar 20 unit yang tinggi, -11 dan 11 unit aways dari pusat. Menghasilkan serangkaian 5 benda pada 50 unit jarak dari satu sama lain. 3. Buat kamera dengan target posisi atas di atas tampilan, dengan koordinat 0, -1.300 4. Sejajarkan target kamera dengan objek terakhir dari TKP. Hal ini memungkinkan seseorang untuk mengatur DOF sangat cepat. Figur 3.48 3ds Max tampilan software. Adegan ini disusun oleh 10 kapal poligonal, kamera dan pencahayaan yang dihasilkan oleh VRaySun + VRaySky v 1.47.03. tujuannya adalah untuk menguji semua metode antialiasing mengenai rasio kualitas / waktu. 5. Mengatur DOF seperti pada gambar. Memodifikasi parameter DOF subdivs 6-8, untuk mendapatkan kualitas render yang lebih tinggi. Gambar 3.49 Mengaktifkan Dapatkan dari parameter kamera, yang onjects selaras dengan target kamera terfokus. Segala sesuatu yang lain tidak terfokus. Ini adalah metode cepat dan tepat dalam pengaturan DOF. 189 / p174 6. Gunakan sustem VRaySun + VRaySky untuk penerangan. Jika salah satu belum praktis dalam ise yang mungkin untuk membuat setup pencahayaan di akan. Tujuan mendasar latihan itu tidak perhatian teknik pencahayaan. 7. Tempat VRaySub dengan Mengatur parameter seperti pada gambar. PS: parameter VRaySun telah disempurnakan dan dimodifikasi dalam versi setelah 1,48. sehingga mungkin pengaturan ini mungkin menghasilkan pencahayaan yang berbeda jika tidak menggunakan v1.48 tersebut. Gambar 3.50 New VRaySun diterapkan untuk penerangan adegan. 8. Sebuah skylight juga digunakan untuk penerangan adegan. Berkat fitur baru VRay adalah mungkin untuk digunakan sebagai skylight peta VRaySky, yang memungkinkan seseorang untuk mensimulasikan langit benar. Nanti kita akan melihat objek ini secara lebih rinci. Manual movi














































































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