精确置换贴图制作及渲染流程
精确置换贴图制作及渲染流程
ACCURATE DISPLACEMENT WORKFLOW 精确置换贴图制作及渲染流程
FROM: ZBRUSH / MUDBOX
TO: V-RAY for MAYA & 3DS MAX / ARNOLD for MAYA
INTRO
介绍
This tutorial attempts to cover and clarify the process of generating and applying accurate displacement maps from either ZBrush or Mudbox, to V-Ray for Maya, V-Ray for 3ds Max, or Arnold for Maya.
本教学将向各位讲解在ZBrush 和 Mudbox里如何创建精确的置换贴图,以及如何在V-Ray for Maya, V-Ray for 3ds Max, 还有 Arnold for Maya里使用的过程和原理.
There's often a lot of confusion and misinformation surrounding displacement maps and how they're supposed to work. You'll sometimes see artists load a displacement map onto their low resolution geometry and play with intensity and depth values until it looks somewhat similar to their high resolution geometry and assume that's it's as close as they can get. But with a correct workflow you don't have to fiddle with settings or settle for 'close enough' - it'll just work correctly from the start to match your high resolution geometry as accurately as possible.
置换贴图的创建和使用常常把人搞晕,各位可能有时会看到一些艺术家为低模赋予置换贴图后,接着调整强度值和深度值,直到渲染结果看来比较接近高模的样子。但是只要使用正确的制作流程的话,各位就无需为了尽量“接近”高模的效果而胡乱的去调整各种参数。它会完完全全准确的还原各位的高模。
We'll cover some of the underlying concepts so you'll know how a floating-point displacement map works and how to recognize if you're getting correct results. We'll then cover some of the common pitfalls that artists frequently run across and how to avoid them. Then I'll provide the step-by-step procedures to make displacement mapping work accurately in your software of choice.
我们将讲解一些底层的概念(原理),这样你将明白浮点类型的置换贴图是如何工作的并且会搞清楚是否得到了正确的结果。我们还会讲到一些艺术家经常犯错的地方以及如何避免这些错误。接下来,我将一步一步的向各位演示如何让置换贴图准确的工作。
精确置换贴图制作及渲染流程
最后,下面这个例子使用的是浮点置换贴图,使用的是写实的产品渲染设置。右边的图片你可以看到,那些细节完全来自于置换贴图-这里没有使用任何的法线贴图和凹凸贴图,并且其结果完全还原了再最初雕刻软件中的样子
图文教程下载地址: |