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Start with your first question.
If your attenuation map is pasted in the diffuse, then it has nothing to do with whether you give a reflection or not, the attenuation is just as effective, and the map in the diffuse has nothing to do with what you say about the reflection, the specular, but if you give a color other than black and white in the reflection, it will cause the attenuation color you pasted in the diffuse.
Second question.
The wall can be reflected, but the tracking reflection in the option should be removed As for the adjustment of the attenuation color, for example, you give blue at the top and red at the bottom, it will play an excessive role from blue to red, speaking of which, if you still don't understand, QQ chat.
553099799 Flow.
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First of all, the reflection of flannel is almost negligible, as long as the attenuation is added to the diffuse reflection. As for the reflections, you can turn it up a little bit or turn it up a little more. Because it only needs to have highlights, and the reflections are negligible, it doesn't matter if you turn them up or smaller, just remove the reflections in the options.
Just keep it highlight.
The walls are generally made of latex paint. First of all, you don't need to add any attenuation, and the reflections on the wall are almost negligible. You only need to add a little reflection,Adjust the range of highlights is larger.,When I adjust it, it's diffuse pure white.,Reflection I'm open to about 25.,The highlights are generally left or right.,Turn off the reflection in the options.。。
Only its highlight form is displayed, and it does not need to have any reflections. The so-called adjustment of the material, you must first observe the object, to understand its adjustment principle, otherwise, even if you know the parameters, you will not be able to adjust the real effect. The principle is the most important, and then the combination of observation and practice.
Much done. You'll understand why it's so regulated.
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The method used and the detailed operation steps are as follows:
1. The first step is to open a scene where the teapot does not have any material, as shown in the figure below, and then enter the next step.
2. Secondly, after completing the above steps, give the teapot a shade ball, and then convert it to a VR shade ball, see the image below, and then move on to the next step.
3. Then, after completing the above steps, you can see that the rendered teapot turns into a glass teapot, as shown in the image below, and then proceed to the next step.
4. Then, after completing the above steps, if you want to render tinted glass (like blue glass), please change the "Fog Color" under "Reflectivity" to blue as shown in the image, and then tick the "Affect Shadow" option on the left side as shown in the image below, and then go to the next step.
5. Subsequently, after completing the above steps, it will become a blue glass material, as shown in the figure below, and then enter the next step.
6. Finally, after completing the above steps, if you want to render ground glass, please change "Glossiness" under "Refractive Index" as shown, and then adjust the value as you need as below screenshot shown. That's how to use the Material Library.
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Water is made in a very similar way to glass, with transparency controlled by refraction. The difference is in the refractive index.
The refraction of water is between the refractive index of glass, and the surface of water will be affected by external forces to produce ripples.
These ripples need to be controlled with a noise map, and fog can be added to make the water clearer. The effect of water is also very important to the surrounding environment, and it is through the reflection and refraction of the surrounding environment that a very good effect can be reflected
1. The Fresnier reflex is adjusted to gray.
2. Then adjust it to a completely transparent one with a refractive index to.
3. Add noise to the bumps to add a sense of undulation to the water surface.
4. Replace the noise with fractals.
Noise. <>
5. Use fog colors to add blue to the water to make the water feel more real.
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1. To use vray to texture, you must first give a vray material to the blank shader, and the shortcut key is m. Generally, the VrayMTL material is selected.
2. After that, click the dot next to the diffuse reflection, and the texture options will be opened, and click the bitmap under the standard to open the ** ready to be imported.
3. The general material ball is a sphere by default, and most of the imported ** is rectangular, at this time, you can click on the right list to change the sphere display to a rectangular display.
4. After that, you can put this material texture ball in the same place as the rendering, and here you can try the effect that the tile under the texture is copied.
5. Generally, we can see the effect by clicking on the teapot to render.
6. If you want to see the effect when you operate, press the fourth button from the right side of the toolbar below, and you can see the preview effect if there is a light bulb next to it.
The above are the steps to solve how 3DMAX sticks vray materials.
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vray5 is subdivided with tonal materials. The main reason for the material tessellation value is that you tuned the reflection blur. It's just that there is a lot of noise on the shader after glossiness.
The higher the subdivision value, the less noise, indicating that the object is smoother. Subdivision values only work after the reflection blur has been tuned.
The meaning of the subdivision of the toned material.
Of course, different materials and land qualities should have different subdivisions to perform, and it is necessary to decide how much subdivision to adjust according to the degree of blurring and smoothness of the object, and also to adjust the subdivision value according to the distance of the camera.
If you are far enough away from the camera, you can make the subdivision smaller, because you will not be able to see it. If it's a close-up, then if you adjust the gloss to the bottom, you should increase the subdivision to reflect the texture of the material in the close-up of the object.
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No, I usually adjust the material parameters, render the scene, and look at it, I tune in and pick it up.
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I'll send you my material library directly, I've done it all, it's almost enough to do the interior, I, + explain the intention!
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