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教程:OctaneRender中的照明

伊利丹 觀看預(yù)覽

伊利丹

包含5節(jié)視頻教程
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第1步:OctaneRender界面

OctaneRender的第三個(gè)版本已經(jīng)升級(jí)了,用于定制界面的真正有用的新工具。 Octane窗口分為四個(gè)基本部分:1.渲染窗口2.場(chǎng)景窗口3.節(jié)點(diǎn)檢查器,在那里我們可以改變一個(gè)節(jié)點(diǎn)的參數(shù)4.場(chǎng)景大綱,在這里我們可以找到和使用本地庫(kù)的材料或使用LiveDB。

Step 1: OctaneRender interface

Version three of OctaneRender has been upgraded with really useful new tools for customizing the interface. Octane windows are grouped in four basic parts: 1.) Render window 2.) Scene widow 3.) Node inspector, where we can change a node's parameters 4.) Scene outliner, where we can find and use materials from local libraries or use LiveDB.

我們可以根據(jù)自己的喜好定制窗口。我主要使用場(chǎng)景窗口的布局占據(jù)最大的區(qū)域,因?yàn)槲医?jīng)常使用它。渲染窗口的底部是渲染視圖工具欄。在開(kāi)始設(shè)置場(chǎng)景之前,我的第一步是調(diào)整渲染優(yōu)先級(jí)設(shè)置;我通常把它設(shè)置為“低”。 雖然這延長(zhǎng)了渲染時(shí)間,但它減少了顯卡上的負(fù)載,使其更容易與其他應(yīng)用程序一起工作(參考我的工作站中有一個(gè)GeForce GTX Titan X,內(nèi)存為12 GB)

We can undock and customize the windows according to our own preferences. I mainly use a layout with the Scene window occupying the largest area, because I use it most frequently. At the bottom of the rendering window is the render view toolbar. My first step before I start setting the scene is to adjust the render priority setting; I usually set it to "low." Although this lengthens rendering time, it reduces load on the graphics card making it easier to work with other applications (for reference I have a Geforce GTX Titan X with 12 GB of memory in my workstation.)

步驟2:將網(wǎng)格導(dǎo)入到OctaneRender

我們首先將網(wǎng)格導(dǎo)入到場(chǎng)景中; 右鍵單擊“場(chǎng)景”窗口,然后選擇“導(dǎo)入網(wǎng)格”。 如果我們加載兩個(gè)以上的網(wǎng)格到場(chǎng)景中,我們必須使用Geometry組節(jié)點(diǎn)將它們連接在一起。

Step 2: Import mesh to OctaneRender

We start by importing a mesh into our scene; right-click on the Scene window and select "Import mesh." If we load more than two meshes into the scene we have to use the Geometry group node to connect them together.

當(dāng)我們加載了我們場(chǎng)景的所有元素時(shí),我們可以用對(duì)象標(biāo)記節(jié)點(diǎn),在選項(xiàng)卡中點(diǎn)擊帶有關(guān)鍵圖片的圖標(biāo)(編輯設(shè)置幾何文件)。頭部的主要部分是細(xì)分網(wǎng)格,所以 我已經(jīng)設(shè)置細(xì)分級(jí)別為“1”,并保持其余的設(shè)置不變。 在選項(xiàng)窗口中,還可以設(shè)置平滑角度,細(xì)分類型等參數(shù)。

When we have loaded all the elements of our scene we can mark the node with the object, and in the options tab click the icon with the key picture (Edit setting geometry files.) The main part of the head is a subdivision mesh, so I've set the subdivision level to "1" and left the rest of the settings unchanged. In the options window you can also set parameters such as smoothing angle, the type of subdivision and more.

如果您對(duì)模型進(jìn)行了更改,則可以使用“重新加載”圖標(biāo),在“設(shè)置”圖標(biāo)和“導(dǎo)入網(wǎng)格”旁邊 - 在窗口的左上角。 要使場(chǎng)景中的項(xiàng)目可見(jiàn),我們必須將它們連接到節(jié)點(diǎn)(渲染目標(biāo))。

If you've made changes on a model you can use the Reload icon, beside the Setting icon and Import mesh - In the top left corner of the window. For items in the scene to be visible, we have to connect them to the node (the render target.)

第3步:攝像機(jī)設(shè)置

使用Octane中的節(jié)點(diǎn)非常方便; 我已經(jīng)使用它們來(lái)創(chuàng)建幾個(gè)相機(jī)設(shè)置:前視圖,叁分、3/4視圖和配置文件視圖。Octane攝像機(jī)的導(dǎo)航在渲染窗口中進(jìn)行。 這使得它比標(biāo)準(zhǔn)3D應(yīng)用更直觀。 使用鍵盤快捷鍵和鼠標(biāo)可以瀏覽相機(jī)。 我們也可以定義我們自己的快捷方式,從另一個(gè)應(yīng)用程序轉(zhuǎn)移導(dǎo)航首選項(xiàng)時(shí)非常方便。

Step 3: Camera setup

Using nodes in the Octane is very convenient; I have used them to create several camera settings: Front view, 3/4 view and Profile view. Navigation of the camera in Octane takes place in the render window. This makes it more intuitive than in standard 3D applications. Navigating the camera is possible using keyboard shortcuts and the mouse. We can also define our own shortcuts, which is very handy when transferring navigation preferences from another application.

第4步:材料設(shè)置

我為這個(gè)場(chǎng)景使用了兩種類型的材質(zhì)。 我使用了基本顏色和位移紋理的光面材質(zhì)類型,用于網(wǎng)格的頭部元素。 對(duì)于我的眼睛,我使用了LiveDB的簡(jiǎn)單玻璃材質(zhì)。 辛烷對(duì)我們的基礎(chǔ)材料有很好的選擇,其中許多是非常有用的; 玻璃或金屬等。 有機(jī)模型有一些很好的皮膚材料,當(dāng)然我們可以用我們自己的方式來(lái)改善它們。 對(duì)于頭部照明,我使用了“20k”功率發(fā)射的漫反射材料; 這產(chǎn)生了類似于熒光燈泡的光源。

Step 4: Materials setup

I used two types of material for this scene. I used a Glossy material type with base color and displacement textures for the head elements of the mesh. For the eyes I used simple glass material from LiveDB. Octane has quite a good selection of ready to us base materials, many of which are really useful; glass or metal for example. Organic models has some nice materials for skin, of course we can improve them in our own way. For the lighting on the head I used a Diffuse material with emission on "20k" power; this produced a light source similar to a fluorescent light bulb.

辛烷有四種類型的物質(zhì):

漫反射 - 用于粗糙的非反射材料以及發(fā)光網(wǎng)格。

光澤 - 用于有光澤的材料,如塑料或金屬。

鏡面反射 - 用于透明材料,如玻璃和水。

混合 - 用于混合任何兩種材料類型。

Portal - 用于指定場(chǎng)景中的開(kāi)口,以便渲染內(nèi)核更好地從這些區(qū)域采樣光線。

Octane has four types of material:

Diffuse - Used for rough, non-reflecting materials, as well as light emitting meshes.

Glossy - Used for shiny materials such as plastics or metals.

Specular - Used for transparent materials such as glass and water.

Mix - Used to mix any two material types.

Portal - Used to designate openings in scenes to allow the render kernel to sample light from those areas better.

第5步:基本照明設(shè)置

辛烷值的一個(gè)重大優(yōu)勢(shì)是能夠快速地照亮現(xiàn)場(chǎng),看看它會(huì)如何影響你的工作。 我總是在開(kāi)始時(shí)使用Daylight環(huán)境 - 在Sun方向面板上,您可以使用世界地圖來(lái)調(diào)整日光。 它允許您指定一年中的時(shí)間和季節(jié),具體取決于您所需的燈光。 一個(gè)非常有趣的選擇是“天空濁度”。 它可以讓你略微軟化陰影的邊緣,使光線更加柔和。 渲染目標(biāo)節(jié)點(diǎn)有兩個(gè)插槽,您可以將其連接到特定的照明和環(huán)境貼圖。 對(duì)于我的模型,我使用了像背景一樣的白色圖像。

Step 5: Basic lighting setup

One great advantage of Octane is the ability to very quickly light the scene to see how it will affect your work. I always use the Daylight environment at the beginning - In the Sun direction panel you can adjust the daylight using the world map. It allows you to specify the time and season of the year depending on the light you need. One very interesting option is "sky turbidity." It allows you to slightly soften the edges of the shadows and cause the light to be more diffuse and soft. The render target node has two slots to which you can connect specific lighting and environment maps. For my model I used white color images like a background.

第6步:使用HDRI地圖進(jìn)行照明

在我看來(lái),使用HDRI地圖點(diǎn)亮一個(gè)場(chǎng)景是這個(gè)程序的力量。 即使從我在辛烷的第一步,我知道我將有樂(lè)趣測(cè)試可用的地圖,并創(chuàng)建自己的。 事實(shí)上; 每個(gè)具有適當(dāng)參數(shù)的圖片都可以用來(lái)照亮場(chǎng)景。 為了使我們的效果更真實(shí),最好使用高動(dòng)態(tài)范圍的地圖。 我們可以從網(wǎng)上下載地圖,在那里有豐富的免費(fèi)HDRI地圖庫(kù),或者我們可以創(chuàng)建自己使用的程序,如HDR Shop或HDR Light Studio。

Step 6: Lighting using HDRI maps

In my opinion, lighting a scene using HDRI maps is the power of this program. Even from my first steps in Octane, I knew that I was going to have fun testing the available maps and creating my own. In fact; every picture with appropriate parameters can be experimented with to illuminate a scene. To make our effects more realistic it's best to use high-dynamic-range maps. We can download maps from the web, where there is a rich library of free HDRI maps, or we can create our own using programs like HDR Shop or HDR Light Studio.

對(duì)于我場(chǎng)景中的照明,我使用了hdrmaps.com提供的免費(fèi)HDRI地圖。 我嘗試了紋理設(shè)置,最后我選擇了以下參數(shù):Power 1.00,Gamma 0.808,UV Transform R.Z 70,SX和SY 10.835以及Power 5.614。 我建議在節(jié)點(diǎn)中保存不同的參數(shù),并把它們放在本地的二進(jìn)制文件中 - 它們?cè)趯?lái)可能是有用的。

For the lighting in my scene I used a free HDRI map from hdrmaps.com. I experimented with textures setup and in the end I chose the following parameters: Power 1.00, Gamma 0.808, UV Transform R.Z 70, SX and SY 10.835, and Power 5.614. I recommend saving different parameters in the nodes, and put them on local binary - they may be useful in the future.

第七步:額外的照明

對(duì)于額外的照明,我使用了一個(gè)特定形狀的網(wǎng)格,我希望好奇的形狀能夠反映在我的模型的眼睛中。 我設(shè)置了排放值為100.0的材料,類似于熒光燈的效果。 我把光放在框架上,以補(bǔ)充作品,圖片占據(jù)了額外的空間。 可悲的是,柔和的光線往往會(huì)使照片變平。 我在相機(jī)中使用了光圈參數(shù)為100的景深。

Step 7: Additional lighting

For additional lighting I used a mesh of a specific shape, I wanted the curious shape to be reflected in eyes of my model. I set material with Emission value of 100.0 to resemble the effects a fluorescent lamp. I placed the light in the frame to complement the composition and the picture took on additional space. Sadly, soft light tends to flatten a picture. I used depth of field in the camera with aperture parameters 100.

第8步:圖像設(shè)置

辛烷有一些非常有用的工具,我們可以在渲染過(guò)程中應(yīng)用,這將影響最終圖像的外觀。 我們可以改變圖像的色溫(白點(diǎn)),為圖像添加暈影或改變圖像飽和度。 我會(huì)建議測(cè)試響應(yīng)過(guò)濾器設(shè)置為所需的效果。 對(duì)于H.A.S.H,我使用了以下設(shè)置: 反應(yīng):Agfacolor HDC 100 plusCD,白色點(diǎn):紅色0.977226,綠色1.0和藍(lán)色0.991426。

Step 8: Images setup

Octane has some very useful tools that we can apply during rendering that will affect the appearance of the final image. We can change the color temperature of the image (White point,) add a vignette to the image, or alter image saturation. I would recommend testing the response filter set for the desired effect. For H.A.S.H I used the following settings; Response: Agfacolor HDC 100 plusCD, White point: Red 0.977226, Green 1.0, and Blue 0.991426.

第9步:渲染設(shè)置

我通常使用兩種方法來(lái)保存Octane中的渲染。 首先,當(dāng)我需要保存渲染器視圖時(shí),我使用窗口底部的按鈕將當(dāng)前渲染保存到磁盤。 如果我確信我的工作的最終效果,我使用批處理渲染。 我只是選擇我想要保存圖片的位置,點(diǎn)擊“開(kāi)始”,去尋找期待已久和當(dāng)之無(wú)愧的咖啡。

Step 9: Rendering setup

I usually use two ways to save renderings in Octane. First, when I need to save a renderer view I use the button at the bottom of the window to save the current render to disk. If I'm sure of the final effect of my work I use Batch rendering. I just choose the location where I want to save the picture, click "Start" and go for long-awaited and well-deserved coffee.

提示

要在場(chǎng)景中居中或查找對(duì)象,請(qǐng)使用圖標(biāo)將相機(jī)預(yù)設(shè)為預(yù)定義的視口。

Tips

To center or find an object in the scene use the icon preset the camera to a pre-defined viewport.

設(shè)置高質(zhì)量渲染時(shí),有時(shí)設(shè)置Max是沒(méi)有意義的。 樣品要超過(guò)圖像分辨率。 例如,如果您的圖像分辨率是2048 x 1024設(shè)置最大。 樣品2048。

When setting up quality rendering, sometimes it makes no sense to set Max. samples to more than the image resolution. For example, if your images resolution is 2048x1024 set Max. samples 2048.

當(dāng)您開(kāi)始構(gòu)建場(chǎng)景時(shí),請(qǐng)取消選擇幾何節(jié)點(diǎn)和材質(zhì)節(jié)點(diǎn),因?yàn)槊看螁螕粼摴?jié)點(diǎn)時(shí)相機(jī)都將更改。 這個(gè)選項(xiàng)非常煩人,干擾了工作流程。

When you start building a scene, deselect geometry nodes and material nodes, because every time you click on the node the camera will change. This option is very annoying and it interferes with the flow of work.

您可以使用Octane創(chuàng)建自己的簡(jiǎn)單HDRI地圖。 使用全景照相機(jī)構(gòu)建帶有發(fā)射材料的物體的場(chǎng)景。

You can use Octane to create your own simple HDRI map. Build a scene with objects with attached emissive material with a panoramic camera.

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