Very渲染器设置方法及渲染作品展示.docx
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Very渲染器设置方法及渲染作品展示
[使用V-RayRT进行GPU渲染的使用方法]
1.对渲染器进行配置
2.切换CPU或GPU,一定要先关掉帧缓存渲染结果窗口,否则无法切换!
说明:
1.VRay-RT的实时渲染,可以使用CPU和GPU完成,要进行二者的切换,一定要先关掉渲染结果的帧缓存,选OpenCL就是进行GPU渲染。
2.目完VRay-RT的实时渲染,还受许多限制,许多材质类型及渲染效果还得不到支持,还不能做为出图的最终渲染,其渲染结果跟产品级渲染还没法比,适用于简单材质的产品效果的预视,对材质及场景复杂的建筑效果图来说,没有太大的实用价值,不过对于使用双显卡,双显示器的用户,可以在使用一个显卡做图的过程,用另一个显卡来渲染大效果,也是很好玩的事啊!
byMa5
[英文软件简介]
V-Rayfor3dsMaxisthecoredevelopmentofChaosGroup,whichallowsuserstoquicklyandeasilycreaterealisticimageswhilegivingthemfullcontroloverthe3Dproductionprocess.After8successfulyearsontheCGmarketthesecondversionofV-Rayfor3dsMaxisalreadyofficiallyreleasedandwitharevivedlogo.
V-Ray2.0for3dsMaxisacompleterenderingsolution,whichcombinesthepowerofthedistinguishedV-RayrenderingenginewiththeflexibilityandunprecedentedspeedoftheinteractiverenderingsystemV-RayRT,nowrunningonGPUs.CheckoutthenewenhancedfeaturesofV-Ray2.0for3dsMax.
TocheckoutV-Ray2.0upgradeavailabilityandpricepolicy,pleaseclickhere.
TheV-Rayrenderingsystemhasarichsetoffeaturesandwehavelistedsomeofthemajoronesbelow.Pleasebeawarethateveryfeatureisasubjecttochangewithoutadvancednotice.ToreadthefulllistoffeaturesandcapabilitiesvisittheV-Raydocumentation.
Corearchitecture
Multi-platformobject-orientedAPI
Fullymultithreadedcore
UnifiedsamplingsystembasedonSchlicksampling
Distributedrendering
Efficientshadingsystemspecificallyoptimizedforray-tracing
Modulararchitecture-manycomponentsofthesystemcanbereplacedwithcustomones
Geometry
Efficientgeometryhandling
Trueinstancerendering
On-demanddynamicgeometrycreation
On-demandgeometryloadingfromdiskfiles
Displacementmapping
Catmull-ClarkandLoopsubdivisionsurfaces
ExtensiblewithcustomgeometricprimitivesthroughtheV-RaySDK
Imagesampling
Threedifferentimagesamplingmethods
Full-sceneantialiasing
Progressivepathtracing
Supportforadditionalrenderelements(diffuse,reflection,GIetc)
Advancedcolor(tone)mappingcontrols
ExtensiblewithcustomimagesamplersthroughtheV-RaySDK
Illumination
Physicallyaccuratefullglobalilluminationsolutions
DifferentGIalgorithms:
pathtracing,irradiancecache,photonmaps,lightcache
ReusableGIsolutionsforacceleratedrenderingofwalk-throughanimationsandanimationswithdynamicobjects
Physicallyaccuratearealights
EfficientilluminationfromHDRenvironments
Proceduralsun&skymodels
ExtensiblewithcustomlightsthroughtheV-RaySDK
IESphotometriclights
Shaders
Physicallyplausiblematerials
Blurryreflections/refractions
Accuratehilights
Sub-surfacescattering
Supportforefficientmateriallayering
ExtensiblewithcustomshadersthroughtheV-RaySDK
Cameraeffects
Depth-of-fieldwithbokeheffects
Accuratemotionblur
Physicalcameramodel
ExtensiblewithcustomcamerasthroughtheV-RaySDK
Extras
Tooneffect
Furgenerator/raytracer
Extendedmatte/shadowcapabilities
SupportforRender-to-Texturemodeof3dsMax
VRaySphereFadetoisolateonlyspecificportionsofthesceneforcompositing
Framebuffer
V-Rayspecificframebufferwithintegratedcolorcorrectionsanddisplayofmultiplerenderingelements
Directrenderingtodiskforextremelylargeimages,eitherasOpenEXRfilesoras.vrimgfiles
NOTE:
ThenewversionV-Ray2.0for3dsMaxwillnotcurrentlysupportMetaSLshaders.TheopportunitytocreateyourownordownloadhighqualitymaterialsfromMetaSLMaterialLibrarywillmostdefinitelybecomeapartofournextmajorrelease.
Copyright©2011,ChaosSoftware
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