3DMAX建模型的过程中如何平滑看效果然后取消继续建.. 有那个功能可以实现.3dmax快捷键设置是什么!

如何将3dmax的顶点修改为平滑
  要是整体的平滑那应该是NURBS切换点物体然后鼠标右键右上角就是。要是你说的那样应该是局部平滑命令在编辑多边形修改的菜单里有就在细化命令的旁边局部平滑命令的快捷键是CTRL+M。在样条线编辑器中选择顶点编辑(即选择下三个红的),然后右击选中的顶点,选择平滑即可。
  编辑多边形多边形级别的修改列表中有个网格平滑的小按钮不知道你说的是不是这个,可以找下,效果和堆栈里的是一样的。复杂建模,比如建模做茶壶,不用3D自带的,建模后的茶壶会有很多面给个网格平滑就会减少面的凹凸感,感觉就圆一些,就是这个道理!
  网格平滑最常用,是一种很好的平滑方式,涡轮平滑是后出来的一种,可以理解为网格的升级版,效果据说比网格好,我用着感觉都一样,原理貌似也一样,调节方式也一样,他们都是通过增加多边形数量进行平滑的。
  平滑组跟他俩不太一样,具体原理我不懂,一般用在模型制作结束,平滑结果,不会增加多边形数量,使低模看起来更真实细腻,是一个简单的、快捷的、对结果的平滑,个人理解是针对渲染而不是针对模型本身的。
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3dmax Vray-VR
3dmax Vray-VR
VRayBasic Package
Advanced PackageBasic PackageAdvanced Package
Basic Package
(See: VRayMap)
(See: VRayMap)
(See: VRayMap)
() (See: VRayShadow)
() (brute force), HDRi(See: Indirect illumination)
Monte Carlo (See: Motion blur)
(See: DOF)
fixed, simple 2-level
adaptive approaches(See: Image sampler)
(See: Caustics )
G-(RGBA, material/object ID, Z-buffer, velocity etc.) (See: G-Buffer )
Advanced Package
G-(See: Image sampler)
(save and load support)fly-through (See: Indirect illumination)
(save and load support)(See: Caustics)
(See: Motion blur )
*.hdr, *.rad
(See: VRayLight)
(See: VRay material)
TCP/IP(See: Distributed rendering)
fish-eye, spherical, cylindrical and cubic cameras (See: Camera)
1.Vray: Vray
2.Vray:3dmax F10(Render)(Common)Vray(Renderer)
fog colorfog multiplierAffect shadows
3dVRayShadowVRayShadows paramsArea shadow U size, V size, W size,
VRaymtlStandard(Shader Basic Parameters)phone(Ambient)(Diffuse)(1000)
(Shader Basic Parameters)Multi-LayerAmbientDiffuse()first specular layer()color()()Level400Glossiness()95Second Specular Layer()colorlevel048
StandardMulti-Layer
VRayMtlDiffuseReflectRelf.glossiness0.9Subdivs3UseinterpolationFresnel reflectionsBRDF Ward
diffusereflect
/"VRayHDRI"HDR map(hdrshophdr)
F10Render"V-Ray:Environment"Refection/refraction environment override"
V-Ray:EnvironmentMap typeAngularCubicSpherical,Mirrored,Explicit map
V-Ray:Environment3dmax
V-Ray:EnvironmentGI Environment(skylight) override(Reflecdtion/refraction enviewnment override)
-(8)VRayHDRIReflecdtion/refraction enviewnment override-(8)
1)VRaylightmaxSamplingSubdivs(VRayShadowVRayShadow paramsSubdivs)30
2)RendererVRay:image sampler (Antialiasing)Adaptive QMC Min subdivsMax subdivsmin subdivsmax subdivs
Antialiasing filterCatmull-Rom
3)RendererVRay:Indirect illumination(GI)GI
Primary bouncesMultiplier1.0
Primary bouncesMultiplier0.85
4)RendererVRay:Irradiance mapCurrent presetcustombasic parametermin rate-3Max rate -1HSph.Subdivs50()interp.samples30
5)RendererVRay:Light cacheCalculation parametersSubdivs1500,sample size 0.02
6)RendererVRay:System light settingsDiffuse subdivs1500
7)RendererVRay:QMC Sampler QMC adaptive amount0.75minsamples12Noise threshold0.001,Global subdivs multiplier1.0
Subdivs40QMC
QMC SamplerNoise threshold0.001QMCNoise threshold0.5~~
QMCNoise thresholdGI
9.renderer
10.renderer"V-Ray:Color mapping""Dark multiplier""Bright multiplier"
11.RendererV-Ray:Indirect illumination(GI)primary bouncesSecondary bounceslight cache,system"V-Ray:Light cache"
12.bassicfeflectionoptionrenerer"V-Ray:Global switches"maertial reflection/refract
13.,glossiness0.9(VRayMtlBasic parametersreflect )(3dmaxFalloff)Bitmap()
14.VRayMtlbasic parametersHight glossinessLUse interpolationRayMtl
15.RefractionFresnel reflection
16.Exit colorMax depthMax depth2Exit colorMax depth Exit colortxt
1)DiffuseTiles
4.UVWUVW(UVWUV)
2)VRayDiffuseRefractionrefractrefractps
22.basic parametersreflection-ReflectRefraction-Refract/
23.DiffuseUVWUVW
24.DiffuseFalloff3d()uvw
25.Vray-VRayDisplacementMod
VRayDisplacementMod
1mmVRayDisplacementMod()
2)VRayDisplacementMod
-2D mapping 2DTextmap
-3d mapping3D3d2dTextmap3d
-Texture chan
-Filter blur
-Water lever
-Relative to bbox
-Resolution
-Precision
-Tight bound
3)Common paramstexmap
4)M(AmountAmount)Texture map()VV
VRayMtlDiffuseDiffuse
1)Diffuse()IOR1Refractps
2)RefractpsRefractM
3)VRay object properties(VRay)Receive GI
4)VRayMtlBasic parametersBRDFWard
5)Basic parametersAffect Shadows
2)1)mat \3dmax\matlibs
30.VRayLight VRay
-Parameters
-Intensity
-Multiplier
-Half-length
-Half-width
-Double-side
-Invisible()
-Ignore light
-Skylight portal(Renderer)
-Stroe with irradiance
-Affect diffuse
-Affect specular
-SubdivsVRayligh
-Shadow bias(0.02)
-Dome light options
-Use Texture
-Resolution
-Photon emission
-Target radius
-Emit radius
Spherical (full dome)
31. VRayVRayshadow
3dmaxVRayVRayVRayshadowtxt-
VRayShadows params VRayTransparent shadow(refractoinafftct shadow)Transparent shadowArea shadow/U size/V size/W size
3dVrayVRay shadow
32.Indirect illumination(GI) Primary bouncesSecondary bouncesGI engineIrradiance map/photon map/Quasi-Monte Carlo/Light cacheRenderer
33.VRayVRay
VRayVRayVRVRayLight-VrayVRaySunVRayVRay
VRayVRay0.002-0.004VRayVrayVRay3dVRaryVRaySunVRay
-VRaySun VRay
-VRaySun Parameters VRay
-EnabledVRay
-Turbidity(2-20)
-Ozone(1-0)
-Intensity mulitiplier(3d0.002-0.005VRay)
-Size mulitiplier
-Shadow subdivs
-Shadow bias
-Photon emi radiusGI()
-Exclude...
-VRayDomeCamera Vray
-VRayPhysicalCamera VR
-Basic parameters
Still camera
Cinematic camera
Video camera DV
-Film gate
-Focal length
-Zoom factor
-Target distance
-Vertical shift
-Specify focus
-Focus distance
-Vignetting
-White balance
-Shutter speed
-Shutter angle
-Shutter offset
-Film speed(ISO)(ISO)
-Bokeh effects Bokeh
-Rotation(deg)
-Center bias
-Anisotropy
-Depth-of-field
-motion blur
34. @@@@( http://www.ringsun.net )txt-
35. VRayF10VR
36.Vraymap (VRay)
37.VRayLightMtl VRayTexmap(txt)
38.VRayplan VRVRay()
39.VRayFur VR
VRay()VRayFur
Source object :
-Thickness
Geometric detail
-Flat normal
-Direction var
-Length var
-Gravity var
Distribution
-ref.frame
placement()
-selected face
-Material IDID
-Bend direction map (RGB)
-Initial direction map
-Length map
-Thickness map
-Gravity map
-Bend map (mono)
-Density map
Viewport display
-Preview in Viewport
-Max hairs
-Automatic update
-Manual update
40.VRayToon
3dVRayToon
VRayToon parameters
overlap threshold
41.VRay object propertiesVRRenderer-systemobject setting
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
1.V-Ray:Indirect illumination(GI)
V-Ray:Indirect illumination(GI) Indirect illumination(GI) (max,)
1.1Primary bounces
1.2Secondary bounces
1.3 GI engine
1.2indirect illumination (gi) / advanced irradiance map parametersgi/
GI caustics GIcaustics
/.GI/GI()./,..,,.,,.GI,'refractive GI'!
/.max,GI,VRay.---
first diffuse bounces Irradiance mapIrradiance mapIrradiance map,
multiplier
direct computation params
direct computation
irradiance map params
irradiance map
Light cachelight cahceshow adaptive
Secondary bounces light cachelight cachelight cache
multiplier
(see first diffuse bounce multiplier)
advanced irradiance map parameters (irradiance map ) interpolation type
vray weighted average, least squares fit, delone triangulation.
don't delete on render end
don't delete on render end and single frame.
single frame
mult incremental
add to current map
incremental add to current frame -vrayvray
vray maxvray
(3dmaxvray 1.52V-Ray:EnvironmentGI Environment (skylight) override )
processing
Saturation
Contrast base.
VRay(VRayRenderer)
3dmax Vray-VR
--VRayVR() txt
2.V-Ray:Irradiance map/Light cahe(GIIrradiance map/Light cahe)
Indirect illumination(GI)Irradiance map
V-Ray:Irradiance map(Indriect illumination)
optionsshow calc.
Current presetCustom
max rate-min rate+1=max rate\min rate
clr thresh
nrm thresh
hsph. subdivs
interp. samples
Clr thresh
Nrm thresh
Show calc.
Show direct light
Show samples
Details enhancement
Subdivs mult.
Single frame()
Multiframe incremental
From File.
Add to current map
Incremental add to current map()
Bucket mode
don't delete on render end and single frame.
Light cahe
Sample size
Number of passes
Store direct light
Show calc phase
Reconstruction parameters
Savelight cache
Single frame()
Fly-through
Progressive path tracing
3.V-Ray:Environment
max.V-Ray:Environment.
3.1 GI Environment (Skylight) override . Multiplier .
override max's
multiplier
(3dmaxvray 1.52V-Ray:EnvironmentGI Environment (skylight) override )
'skylight'.,,.GI.,,GI.GI,Max,.
/.max,/VRay.,.
4.1max,VRayShow,\
4.2VRayShadows params,Smooth surface
5.1V-Ray:Irradiance map
5.23d"VRayShadow"VRayShadows params
5.3image sampler (antialiasing)
6.V-Ray:Global switches
VrayVray"V-Ray:Global switches"lightingdefault
VRay(Global switches)
Displacement
Default Light3d
Hidden light
Show GI Only
Reflection/refract
Don't render final image
(Displacement),(Lights),max(Default lights),(Hidden
lights),(Shadows),.
"Don't render final image"VRayGI().(reflections and refractions)..
Max depth(/).
(Mpas),(Filter maps)...
(Glossy effects).,.
Override mat.
7.V-Ray:rQMC Sampler
Adaptive amount 0.85
Noise threshold0.005
Min samples
Global subdivs multiplier
QMCQMC settings: smooth the blurry reflections even more
(Refl. Glossiness )Subdivs40QMC
QMC SamplerNoise threshold0.001QMCNoise threshold0.5~~
QMCNoise thresholdGI
lock to pixels
vrayvrayvraysubdivsqmc
adaptation
vrayquasi monte caro
to result multiplier vray1.00.0
to sample difference
vrayvray1.00.0
difference threshold
vrayto sample difference 0.0
QMC.adaptive QMC AA,QMC GI,,,,.
Noise theshold,.0.001,.Global subdivs multiplier/(subdivsion)(,QMC GI,,,,,...)..
8. image sampler (antialiasing)
1)image sampler
vraymaxfixed ratesimple two-leveladaptive subdivision---
fixed rate
fixed rate,VRay:Fixed image samplersubdivs
.(glossy materials),(area shadows),(motion blur)...subdivs,.rand
simple two-level
base subdivs
fine subdivs
vray threshold
Adaptive QMC .,,.,.QMC(QMC).,,,,.,,VRay.adaptive subdivision QMC
min/max,0/2,-2/-1.---
3,.,..,.,,.:
- mitchell netravali: ,
- catmull rom:
(photoshop'unsharp mask')
- soften radius2.5 ()
object outline
vraynormals antialiasing
vray threshold(maxedit normals )0.001.0180
z-value vrayz(maxedit z-value )
material id
vraymaterial id
/adaptive subdivisionfixed rate simple two-levelsimple two-levelfixed rate
g-bufferoutput channels
vray(fixed rate / simple two-level / adaptive subdivision). fixed rateg-buffer
vray g-buffersimple two-level or adaptive subdivision threshold
2). depth of field/antialiasing filter/
focal dist
get from camera
target camerafree camera
shutter size
world units
plate matchvraymax
vray 1x1 box filter
Antialiasing filter
Catmull-Rom
VRay(VRay Renderer)
3dmax Vray-VR
--VRayVR(www.ringsun.net)txt
((http://www.ringsun.net)!)
: /%C1%E3%C8%FD%CD%F8/blog/item/e9f2dab33e5a43.html
/%C1%E3%C8%FD%CD%F8/blog/item/8a597a8d54304c.html
/%C1%E3%C8%FD%CD%F8/blog/item/a6efc.html
/%C1%E3%C8%FD%CD%F8/blog/item/9c5bcf4cc672adfed62afc4d.html
9.caustics
()Caustics
systemMiscellaneous options Objects SettingsLights Settings
systemobject settingsGeneral caustics Receive caustics
systemlight settingslight properties,()()
causticssystemobject settings light settings
light settingsGenerate caustics
object settings(causticslight settingsobject settingsystem)
V-Ray:Indirect illumination(GI)GI caustics
light settingsmultiplier 10000
,,.vrayobject settings and lights settingsterminology
multiplier
search dist
vray(search area)search dist
max photons
vraymax photons vray max photons
don't delete on render end vray
save to file
vraybrowse
13.V-Ray:default displacement
Vraydisplacement.,.
11.g-buffer g
vray g-buffer z-value, unclamped color, normal, material id, material color, material transparency, object velocity, node id, render id. output channels
unclamped color
material id
material color
material transparency
alpha buffervray
object velocity vray
node idnode idmaxidgeneralg-bufferobject channel(node id)
render id render id vrayrender ids vrayrender idsid
g-buffervrayvrayg-buffervray
vrayvray standard, spherical, cylindrical (point), cylindrical (ortho), box and fish eye. orthographic
override fov
override fov fov
cylindrical (ortho)
cylindrical (ortho)
auto-fit vraydist
fish-eye fish-eye 1.0dist auto-fit
fish-eye1.0fish-eye 0.02.0
standard, spherical, cylindrical (point), cylindrical (ortho), box, fish eye.
cylindrical (point)
cylindrical (ortho)
dist/fov fov1.0motion blur vraymonte carlo motion blur
analytic motion blur
duration (frames)
low samples
geometry samples
monte carlo sampling
min samples
max samples
vray threshold vray
analytic sampling
material min samples
material max samples
material threshold
..,.,.,,...
13. system
raycaster parameters
max tree depth -
min leaf size
face/level coef
render region division
vraybucketvrayd cpucpucpucpu
(region w/h ) (region count )
(region w/h ) (region count )
region sequence
reverse sequence
the region sequence
image sampler adaptive sampler 2
distributed rendering
distributed rendering
settings...
vray networking settings
vray networking settings
: manager settingssystem settings
manager settingssearch vray
system settings
server bc port
server port -
client bc port -
project directory
network directory
previous renderer
object settings / light settings
local object and light settings
RaycasterVRay.99%.
Render region divisino.XY.,,
.32128.Region sequence
(Distributed rendering).
"Previous render".
Default geometry static/dynamic:.
Frame stamp,.
Objects settingsLights settingsVRay./
VRay log,.Level
Frame stamp
Objects settings
Lights settings
14V-Ray:Frame buffer
,VRayMax(virtual frame buffer).VRay
"get resolution from max".
"Render to V-Ray raw image file",.
VRayVRay.VRay,.
15(Irradiance map / Quasi monte carlo / photon mapping / light cache)///
16V-Ray:Color mapping
Liner multiply
Exponential
HSV exponential HSV--Dark multiplierBright multiplierIntensity exponential Gamma correction
Intensity gamma Sub-pixel mapping
VRay (VRayVRar)
3dmax Vray-VR--VRayVR(www.ringsun.net)txt
((http://www.ringsun.net)!)
: /%C1%E3%C8%FD%CD%F8/blog/item/e9f2dab33e5a43.html
/%C1%E3%C8%FD%CD%F8/blog/item/8a597a8d54304c.html
/%C1%E3%C8%FD%CD%F8/blog/item/a6efc.html
/%C1%E3%C8%FD%CD%F8/blog/item/9c5bcf4cc672adfed62afc4d.html
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
Vray,VRayMtl().
vrayvraymtlvrayvraymtlbrdf
1.Basic paramenters
-Diffuse (texture maps)
-------------------
-Fresnel reflections Fresnel IORIORVRayLIORIOR&25)0[$ordm]
-Hight glossiness (3D
VRayMtlbasic parametersHight glossinessL
-Refl. Glossiness (),bump0.01.0vray
-Subdivs (Subdivs88*8=64Subdivs2020*20=400SubdivsAdaptive QMCAdaptive subdivision 3~10Adaptive QMCglossiness ()1.0,vray )
-Max depth (12)
-Exit color max depthmax depth2Exit colorExit colorMax depth
-Use interpolation (interpolation Use interpolationsubdivsUse interpolationIrradiance mapGIUse interpolation)
Use interpolationRayMtl-Refract refractdiffusetexture maps
-glossiness -0.01.0vray
subdivs -glossiness ()1.0,vray
-IOR,index of refract 1.31.6max depth -
-Translucent vrayglossyvrayfog color
-Fog color
-Fog multiplier
-Affect shadows (diffuseReflect,Fresnel reflections,Refract,IOR1.6 Affect shadwos)-Affect alphathickness
light multiplier
scatter coeff
fwd/bck coeff
brdfvraybrdf phong, blinn, ward.
trace reflections
trace refractions
use irradiance map if on
trace diffuse & glossy together
vrayvrayvray
double-sided
reflect on back side
vrayreflect on back side
texture maps
vray diffuse, reflect, refract, glossiness, bump
basic parameters
basic parameters
glossiness
basic parameters
glossiness
----VRayMtl VRayVRay//Brdf3S3S3S
VRaySky VR
VR3d8(-)VRaySky VRayVR3dVRVR3d200
VRaySky Parameters VR-manual sun node-sun nodeNone-sun turbidity-sun ozone
-sun intersity multiplier
-sun size multiplier
VRayMtlWrapper VRayFinalrenderBrazil
VRayMtlWrapperBase material
Generate GIrendererGI
-VRayMtlWrapper parameters
-Base material
Additional surface properties
-Generate GIGIrenderer
-Generate caustic
-Receive GI GI
-Receive Caustics mulitplier
Matte properties
-Matte surface
-Alpha contributionalph
-Affect alphaalph
-Brightness
-Reflection amount
-Refracion amount
-GI amount
VRayLightMtl VRay(VRay3d3dVRay)
-Multiplier
Vray2SideMtl VRay
-Front material
-Back material
-Translucency
-Force sigle-sided sub materials
VRayFastSSS parameters (VRay3s)
-Shallow radius
-Shallow color
-Deep radius
-Trace depth
-Shallow texmap
-Deep texmap
VRayOverrideMtl(VRay)
-Base material
-GI material
-Reflect mtl
-Refract mtl
VRayBlendMtl (Vray)
-Coat materials
-Blend amount
-Additive(shellac) mode
VRayHDRI(VRay)
-HDR map HDRHDR
-Multiplier
-Horiz rotation
-Flip Vertically
-Angular map
-Cubic environment
-Spherical environment
-Mirrored ball
-Explicit map Channel
Vraymap (VRay)http://www.ringsun.net VRayMtl()3dVRay
-ReflectVRayRefract3dVRay
-RefractVRayReflect3dVRay
-Environment map
Reflection params
-Filter color
-Reflect on back side
-Glossiness
-Max depth
-Cutoff thresh
-Exit color
Refraction params
-Filter color
-Glossiness
-Fog color
-Fog multiplier
-Max depth
-Cutoff thresh
-Exit color
VRayEdgesTex params VR()()3dVRayEdgesTex params VR()
-Hidden edges
Thinckness
-World units
VRayBmpFilter
-Parameters
-U offset(U)
-rgb multiplier (RGB)
VRayCompTex
-Source A A
-Source B B
-Occluded color
-Unoccluded color
-Distribution
-Affect alpha
-Ignore for GI
-Consider same object only
-Invert normal
-Occluded color
-Unoccluded color
Refract()IOR()1.3fog color() MapsBumpNoise
Basi parameters
Diffuse ()
Reflect Fresnel reflections Refract IOR1.6 Affect shadwos
diffuseRefract()fog colorfog multiplierfog
Fresnel reflections
1.2(),diffuse()reflectionreflect,Fresnel reflectionsrefl.glossiness,subdivs,
glossinessphongBlinnWard
VRayMtloptionTrace Reflection Trace Refracton
@@@@@@@@@@@@@@@@@@@@@@@@@@@@vray
@@@@@@@@@@@@@@@@@@@@@@
reflect vrayreflection params ( refraction params )
vrayreraction params ( reflection params )
reflection params
filter color
filter color
reflect on back side
glossiness
low subdivs
vray/degrade depth value
exit color
degrade depth
vray(low subdivs subdivs )
cutoff thresh
exit color
refraction params
filter color
(see filter color in reflection params section)
glossiness - (see glossiness in reflection params section)
subdivs - (see subdivs in reflection params section)
low subdivs - (see low subdivs in reflection params section)
translucent
vrayglossyvrayfog color
light multiplier
scatter coeff
fwd/bck coeff
fog multiplier
(see max depth in reflection params section)
degrade depth - (see degrade depth in reflection params section)
cutoff thresh - (see cutoff thresh in reflection params section)
exit color - (see exit color in reflection params section)
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@vray @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
vrayvrayvrayvray
transparent shadows
vraymax (color, dens., map, etc.)max VRayShadows params VRayTransparent shadow(refractoinafftct shadow)Transparent shadow
area shadow
Area shadow/U size/V size/W size
v size -v()
w size -w()
low subdivs vray
degrade depth
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