最新Texture Coordinates
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高级材质编辑技巧:在Blender中制作木纹效果在Blender中制作木纹效果可以为您的模型增加更加逼真和精细的外观。
木纹效果可以应用于各种对象,例如家具、地板和建筑结构等。
下面是一些高级材质编辑技巧,帮助您在Blender中实现逼真的木纹效果。
1. 准备工作在开始之前,确保已经安装并打开了Blender软件。
您还应该了解Blender的基本界面和操作。
在Blender中制作材质时,最常用的是节点编辑器。
请确保对节点编辑器有一定的了解。
2. 创建木纹基础材质在节点编辑器中,创建一个新的材质节点。
为了制作木纹效果,您可以使用“Diffuse”节点作为基础材质。
将其连接到“Output”节点。
3. 添加噪点纹理使用“Shift+A”快捷键,在节点编辑器中添加一个“Noise Texture”节点。
将其连接到“Diffuse”节点的“Color”输入上。
通过调整“Noise Texture”节点的参数,可以控制木纹的颜色和形状。
您可以尝试调整“Scale”参数以改变木纹的大小。
4. 创建木纹纹理为了更加真实的木纹效果,我们可以使用“Wave Texture”节点。
使用“Shift+A”快捷键,创建一个“Wave Texture”节点。
将其连接到之前创建的“Noise Texture”节点的“Fac”输出上。
这将在噪点纹理上创建木纹条纹。
5. 调整木纹方向和形状通过调整“Wave Texture”节点的参数,可以控制木纹的方向和形状。
例如,您可以尝试调整“Scale”参数以改变木纹的密度,或者使用“Texture Coordinates”节点来控制木纹的方向。
6. 添加色调变化为了增加木纹的细节和真实感,您可以使用“Color Ramp”节点。
将其连接到木纹纹理的输出上。
通过在节点之间添加色带,并将其连接到“Diffuse”节点的“Color”输入上,可以在木纹中添加颜色变化。
7. 材质反射和光照为了使木纹看起来更加真实,您可以调整材质的反射和光照效果。
opengl立方体 36个顶点与纹理坐标OpenGL是一个跨平台的图形库,它可以使用三维图形来模拟物体的外观和行为。
本文将讨论如何使用OpenGL绘制一个立方体,同时为每个面分配不同的纹理坐标,使它看起来更逼真。
步骤1:定义顶点在OpenGL中,立方体通常由8个顶点组成。
这些顶点可以通过三个轴上的坐标定义。
通过定义这些坐标,我们可以为立方体创建3D 空间。
步骤2:定义面和法向量为了呈现立方体的表面,我们需要定义立方体的面。
每个面都由四个顶点组成,可以通过将面上的顶点连接起来来定义它们。
为了计算光照的效果,我们还需要为每个面定义一个法向量。
步骤3:定义纹理坐标将纹理贴在立方体表面上,需要为每个面分配纹理坐标。
OpenGL 中,纹理坐标以0到1的范围表示。
面上各个顶点的纹理坐标被映射到整张纹理上,这样就可以使用纹理贴图来呈现立方体了。
例如,我们可以使用土地的纹理来描绘立方体的底面,并使用天空的纹理来描绘立方体的顶面。
步骤4:渲染立方体在OpenGL中,我们使用三角形绘制立方体的每个面。
每个面有两个三角形来呈现,它们都使用以前定义的顶点。
步骤5:使用着色器改进绘制为了让立方体更加逼真,我们可以使用着色器改进绘制。
着色器是OpenGL中的一种编程,它可以处理渲染过程中的颜色、光照和纹理问题。
我们可以使用着色器来为立方体添加光影效果,使其看起来更加真实。
总结在本文中,我们探讨了如何使用OpenGL绘制立方体,并为每个面分配了纹理坐标。
我们还讨论了如何使用着色器来改进绘制。
通过使用OpenGL,我们可以创建出更加逼真的三维物体,这可以应用于游戏开发、模拟和虚拟现实等领域。
uv udim 面积结构
UV指的是纹理坐标(Texture Coordinates),而UDIM是一种纹理坐标的编码系统,用于在纹理绘制中管理多个纹理图块。
这种编码系统通常在三维图形制作和计算机图形学中使用。
在UV UDIM结构中,每个UDIM代表一个纹理图块,而UV表示纹理坐标。
UDIM是一个数字,用于唯一标识一个纹理图块。
通常,UDIM 的编号从1001开始,按行和列递增,例如:
1001: 第一行第一列
1002: 第一行第二列
1003: 第一行第三列
1011: 第二行第一列
这种结构的好处在于,它允许在单个纹理文件中组织和存储多个图块,提高纹理的分辨率和灵活性。
在三维建模软件和渲染引擎中,使用UV UDIM结构可以更有效地管理纹理映射,特别是在处理大型纹理集时。
例如,在数字艺术制作中,一个角色可能需要多个纹理图块来涵盖不同的身体部位,而使用UV UDIM结构可以更方便地编辑和管理这些纹理。
texture的缩写
摘要:
1.Texture 的含义
2.Texture 的缩写
3.Texture 的应用领域
4.纹理映射的定义和作用
5.纹理映射的类型
6.纹理映射的优点
7.纹理映射的局限性
正文:
Texture 的缩写是“纹理”,它是指物体表面的触感或外观。
在计算机图形学和游戏开发领域,纹理被广泛应用于为物体表面增加细节,提高视觉效果。
纹理映射是一种将纹理贴图应用到物体表面的技术,它可以为物体表面增加纹理细节,使得物体看起来更加真实。
纹理映射的定义是,将纹理贴图通过映射技术应用到物体表面的过程。
纹理映射在计算机图形学和游戏开发中被广泛应用,它可以为物体表面增加细节,提高视觉效果。
纹理映射的作用是,通过将纹理贴图应用到物体表面,使得物体表面具有更加真实的触感和外观。
纹理映射的类型包括多种,例如环境光遮蔽、法线贴图、高光贴图等。
这些纹理映射类型各不相同,但是它们都可以为物体表面增加纹理细节,提高视觉效果。
纹理映射的优点是,它可以为物体表面增加细节,提高视觉效果。
纹理映射可以使物体表面看起来更加真实,增加用户的沉浸感。
此外,纹理映射还可以提高物体表面的光影效果,使得物体表面更加立体。
然而,纹理映射也存在一些局限性。
首先,纹理映射需要大量的计算资源,可能会导致计算机性能下降。
其次,纹理映射需要大量的纹理贴图,这会增加存储空间的需求。
texture的使用详解一、概述Texture(纹理)是计算机图形学中的重要概念,用于描述物体表面的外观和触感。
纹理可以是颜色、图案或其他视觉效果的组合,常用于增强计算机生成的图像的真实感和细节。
二、纹理的种类1. 位图纹理位图纹理是使用像素(或位)来表示纹理的一种方式。
位图纹理可以是彩色的,也可以是灰度的。
常见的位图纹理格式有JPEG、PNG和BMP等。
2. 矢量纹理矢量纹理是使用矢量图形来表示纹理的一种方式。
相比位图纹理,矢量纹理具有无限的分辨率和可伸缩性,可以无损地放大和缩小。
矢量纹理常用于图标、标志和复杂图案等领域。
3. 体素纹理体素纹理是使用体素(三维像素)来表示纹理的一种方式。
体素纹理常用于三维立体图像的生成和渲染,如医学影像学中的CT和MRI图像。
4. 过程纹理过程纹理是使用算法生成的纹理,不依赖于外部图像或数据。
过程纹理可以根据某种规则生成各种形态的纹理,常用于游戏和动画等领域。
三、纹理的应用领域1. 计算机图形学纹理在计算机图形学中起到了至关重要的作用,可以用来渲染三维物体的表面,增加真实感和细节。
纹理可以应用于三维建模、虚拟现实、游戏开发和电影特效等领域。
2. 数字艺术纹理在数字艺术创作中广泛应用,可以用来增强艺术作品的视觉效果和触感。
艺术家可以利用纹理来创造出各种独特的视觉效果,如油画风格、水彩效果和颗粒感等。
3. 网页设计纹理在网页设计中可以用来增加页面的质感和层次感,从而提升用户体验。
在设计中合理运用纹理可以使网页看起来更加生动和富有活力。
4. 室内设计纹理在室内设计中可以用来营造特定的氛围和风格。
通过合理选择和搭配纹理,可以打造出现代、古典、民族等不同风格的室内空间。
5. 时尚设计纹理在时尚设计中起到了至关重要的作用,可以用来增加服装和配饰的视觉效果和触感。
设计师可以利用纹理来创造出各种独特的服装样式和面料效果。
6. 平面设计纹理在平面设计中可以用来增加设计作品的质感和层次感,从而吸引观众的注意力。
把Android原生的View渲染到OpenGL Texture最近要把Android 原生的View渲染到OpenGL GLSurfaceView中,起初想到的是截图的方法,也就是把View截取成bitmap后,再把Bitmap 渲染到OpenGL中;但是明显这种方法是不可行的,面对一些高速动态更新的View,只有不停的对view 进行截图才能渲染出原生View的效果。
通过大量的Google终于在国外的网站找到了一个做过类似的先例。
不过经过测试该方法只能渲染直接父类为View的view,也就是只能渲染一层View(如progressbar,没不能添加child的view),当该原生Android View包含很多子view时(也就是根View为FramLayout、或者linearLayout之类),无法实时的监听到View动态改变,OpenGL中只能不停的渲染该view,才能渲染出原生View的效果。
但是这样一来不同的渲染会耗费大量的资源,降低应用程序的效率。
理想中的话,是监听到了该View的内容或者其子view 的内容发生了变化(如:View中的字幕发生滚动)才进行渲染。
经过接近两周的努力我终于完美地实现了该效果,既然是站在别人的基础上得来的成果,那么该方法就应当被共享,所以产生了此文,不过只支持api 15以上的步骤一:重写根View1.设置该View 绘制自己:[java] view plain copy 在CODE上查看代码片派生到我的代码片setWillNotDraw(false);2.监听View的变化,重写View,用ViewTreeObServer来监听,方法如下:[java] view plain copy 在CODE上查看代码片派生到我的代码片private void addOnPreDrawListener() {if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) {final ViewTreeObserver mObserver = getViewTreeObserver();if (mObserver != null) {mObserver.addOnPreDrawListener(new OnPreDrawListener() { @Overridepublic boolean onPreDraw() {if (isDirty()) {//View或者子view发生变化invalidate();}return true;}});}}}3.重写该View的onDraw方法:[java] view plain copy 在CODE上查看代码片派生到我的代码片@Overrideprotected void onDraw(Canvas canvas) {try {if (mSurface != null) {Canvas surfaceCanvas = mSurface.lockCanvas(null); super.dispatchDraw(surfaceCanvas);mSurface.unlockCanvasAndPost(surfaceCanvas);mSurface.release();mSurface = null;mSurface = new Surface(mSurfaceTexture);}} catch (OutOfResourcesException e) {e.printStackTrace();}}步骤二:GLSurfaceView.Renderer[java] view plain copy 在CODE上查看代码片派生到我的代码片class CustomRenderer implements GLSurfaceView.Renderer { int glSurfaceTex;private final int GL_TEXTURE_EXTERNAL_OES = 0x8D65;long currentTime;long previousTime;boolean b = false;int frameCount = 0;DirectDrawer mDirectDrawer;ActivityManager activityManager;MemoryInfo _memoryInfo;// Fixed valuesprivate int TEXTURE_WIDTH = 360;private int TEXTURE_HEIGHT = 360;Context context;private LauncherAppWidgetHostView addedWidgetView; private SurfaceTexture surfaceTexture = null;private Surface surface;float fps;public CustomRenderer(Context context, LauncherAppWidgetHostView addedWidgetView, Display mDisplay){ this.context = context;this.addedWidgetView = addedWidgetView;TEXTURE_WIDTH = mDisplay.getWidth();TEXTURE_HEIGHT = mDisplay.getHeight();_memoryInfo = new MemoryInfo();activityManager = (ActivityManager)context.getApplicationContext().getSystemService(Context.ACTI VITY_SERVICE);}@Overridepublic void onDrawFrame(GL10 gl) {synchronized (this) {surfaceTexture.updateTexImage();}activityManager.getMemoryInfo(_memoryInfo);GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT |GLES20.GL_COLOR_BUFFER_BIT);GLES20.glEnable(GLES20.GL_BLEND);GLES20.glBlendFunc(GLES20.GL_ONE,GLES20.GL_ONE_MINUS_SRC_ALPHA);float[] mtx = new float[16];surfaceTexture.getTransformMatrix(mtx);mDirectDrawer.draw(mtx);calculateFps();//getAppMemorySize();//getRunningAppProcessInfo();//Log.v("onDrawFrame", "FPS: " + Math.round(fps) + ", availMem: " + Math.round(_memoryInfo.availMem / 1048576) + "MB");}private void getAppMemorySize(){ActivityManager mActivityManager = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);android.os.Debug.MemoryInfo[] memoryInfos = mActivityManager.getProcessMemoryInfo(newint[]{android.os.Process.myPid()});int size = memoryInfos[0].dalvikPrivateDirty;Log.w("getAppMemorySize", size / 1024 + " MB");}private void getRunningAppProcessInfo() {ActivityManager mActivityManager = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);//获得系统里正在运行的所有进程List<RunningAppProcessInfo> runningAppProcessesList = mActivityManager.getRunningAppProcesses();for (RunningAppProcessInfo runningAppProcessInfo : runningAppProcessesList) {// 进程ID号int pid = runningAppProcessInfo.pid;// 用户IDint uid = runningAppProcessInfo.uid;// 进程名String processName = runningAppProcessInfo.processName;// 占用的内存int[] pids = new int[] {pid};Debug.MemoryInfo[] memoryInfo =mActivityManager.getProcessMemoryInfo(pids);int memorySize = memoryInfo[0].dalvikPrivateDirty;System.out.println("processName="+processName+",currentPid: "+ "pid= "+android.os.Process.myPid()+"----------->"+pid+",uid="+uid+", memorySize="+memorySize+"kb");}}@Overridepublic void onSurfaceCreated(GL10 gl, EGLConfig config) { surface = null;surfaceTexture = null;glSurfaceTex = Engine_CreateSurfaceTexture(TEXTURE_WIDTH, TEXTURE_HEIGHT);Log.d("GLES20Ext", "glSurfaceTex" + glSurfaceTex);if (glSurfaceTex > 0) {surfaceTexture = new SurfaceTexture(glSurfaceTex);surfaceTexture.setDefaultBufferSize(TEXTURE_WIDTH, TEXTURE_HEIGHT);surface = new Surface(surfaceTexture);addedWidgetView.setSurface(surface);addedWidgetView.setSurfaceTexture(surfaceTexture);//addedWidgetView.setSurfaceTexture(surfaceTexture);mDirectDrawer = new DirectDrawer(glSurfaceTex);}}float calculateFps() {frameCount++;if (!b) {b = true;previousTime = System.currentTimeMillis();}long intervalTime = System.currentTimeMillis() - previousTime;if (intervalTime >= 1000) {b = false;fps = frameCount / (intervalTime / 1000f);frameCount = 0;Log.w("calculateFps", "FPS: " + fps);}return fps;}int Engine_CreateSurfaceTexture(int width, int height) {/** Create our texture. This has to be done each time the surface is* created.*/int[] textures = new int[1];GLES20.glGenTextures(1, textures, 0);glSurfaceTex = textures[0];if (glSurfaceTex > 0) {GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, glSurfaceTex);// Notice the use of GL_TEXTURE_2D for texture creationGLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGB, width, height, 0, GLES20.GL_RGB, GLES20.GL_UNSIGNED_BYTE, null);GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES,GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES,GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES,GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES,GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);}return glSurfaceTex;}@Overridepublic void onSurfaceChanged(GL10 gl, int width, int height) {}}[java] view plain copy 在CODE上查看代码片派生到我的代码片public class DirectDrawer {private final String vertexShaderCode ="attribute vec4 vPosition;" +"attribute vec2 inputTextureCoordinate;" +"varying vec2 textureCoordinate;" +"void main()" +"{"+"gl_Position = vPosition;"+"textureCoordinate = inputTextureCoordinate;" +"}";private final String fragmentShaderCode ="#extension GL_OES_EGL_image_external : require\n"+"precision mediump float;" +"varying vec2 textureCoordinate;\n" +"uniform samplerExternalOES s_texture;\n" +"void main() {" +" gl_FragColor = texture2D( s_texture,textureCoordinate );\n" +"}";private FloatBuffer vertexBuffer, textureVerticesBuffer;private ShortBuffer drawListBuffer;private final int mProgram;private int mPositionHandle;private int mTextureCoordHandle;private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices// number of coordinates per vertex in this arrayprivate static final int COORDS_PER_VERTEX = 2;private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertexstatic float squareCoords[] = {-1.0f, 0.0f,-1.0f, -2.2f,1.0f, -2.2f,1.0f, 0.0f,};static float textureVertices[] = {0f, 0f,0f, 1f,1f, 1f,1f, 0f,};private int texture;public DirectDrawer(int texture){this.texture = texture;// initialize vertex byte buffer for shape coordinatesByteBuffer bb =ByteBuffer.allocateDirect(squareCoords.length * 4);bb.order(ByteOrder.nativeOrder());vertexBuffer = bb.asFloatBuffer();vertexBuffer.put(squareCoords);vertexBuffer.position(0);// initialize byte buffer for the draw listByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);dlb.order(ByteOrder.nativeOrder());drawListBuffer = dlb.asShortBuffer();drawListBuffer.put(drawOrder);drawListBuffer.position(0);ByteBuffer bb2 =ByteBuffer.allocateDirect(textureVertices.length * 4);bb2.order(ByteOrder.nativeOrder());textureVerticesBuffer = bb2.asFloatBuffer();textureVerticesBuffer.put(textureVertices);textureVerticesBuffer.position(0);int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);mProgram = GLES20.glCreateProgram(); // create empty OpenGL ES ProgramGLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to programGLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to programGLES20.glLinkProgram(mProgram); //creates OpenGL ES program executables}public void draw(float[] mtx){GLES20.glUseProgram(mProgram);GLES20.glActiveTexture(GLES20.GL_TEXTURE0);GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture);// get handle to vertex shader's vPosition membermPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");// Enable a handle to the triangle verticesGLES20.glEnableVertexAttribArray(mPositionHandle);// Prepare the <insert shape here> coordinate dataGLES20.glVertexAttribPointer(mPositionHandle,COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);mTextureCoordHandle = GLES20.glGetAttribLocation(mProgram, "inputTextureCoordinate");GLES20.glEnableVertexAttribArray(mTextureCoordHandle);// textureVerticesBuffer.clear();// textureVerticesBuffer.put( transformTextureCoordinates( // textureVertices, mtx ));// textureVerticesBuffer.position(0);GLES20.glVertexAttribPointer(mTextureCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, textureVerticesBuffer);GLES20.glDrawElements(GLES20.GL_TRIANGLES,drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);// Disable vertex arrayGLES20.glDisableVertexAttribArray(mPositionHandle);GLES20.glDisableVertexAttribArray(mTextureCoordHandle);}private int loadShader(int type, String shaderCode){// create a vertex shader type (GLES20.GL_VERTEX_SHADER)// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)int shader = GLES20.glCreateShader(type);// add the source code to the shader and compile itGLES20.glShaderSource(shader, shaderCode);GLES20.glCompileShader(shader);return shader;}private float[] transformTextureCoordinates( float[] coords, float[] matrix){float[] result = new float[ coords.length ];float[] vt = new float[4];for ( int i = 0 ; i < coords.length ; i += 2 ) {float[] v = { coords[i], coords[i+1], 0 , 1 };Matrix.multiplyMV(vt, 0, matrix, 0, v, 0);result[i] = vt[0];result[i+1] = vt[1];}return result;}}步骤三:配置GLSurfaceView:[java] view plain copy 在CODE上查看代码片派生到我的代码片GLSurfaceView glSurfaceView = newGLSurfaceView(getApplicationContext());// Setup the surface view for drawing toglSurfaceView.setEGLContextClientVersion(2);glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);glSurfaceView.setRenderer(renderer);//glSurfaceView.setZOrderOnTop(true);// Add our WebView to the Android View hierarchyglSurfaceView.setLayoutParams(newyoutParams(youtParams.MATCH_PAREN T, youtParams.MATCH_PARENT));<>。
材质精确调整(Material adjustment)White wall:White - 245 reflex 23 high light 0.25 remove reflection [let him only have high light and no reflection]-- -- -- -- -- -- --Aluminum alloy:Diffuse 124 reflection 86 high gloss 0.75 reflection subdivide 25 BRDF [anisotropy] WARD [WARD]-- -- -- -- -- -- --Floor:Placed in the reflection map FALLOFF in attenuation attenuation for Fresnel type [fe 湦 ear]The upper face is a color closer to the cameraThe brightness is 20 saturation with a 255 hue of 151The underside of the face represents the color far from the cameraThe level of brightness is 60 and the hue is 150Fresnel [fe 湦 ear] parameter of the refractive index of 1.1 (the highest 20 value, the smaller the attenuation is severe)High light: 0.45 gloss: 0.45 reflection subdivision: 10 (the reflection is not very high)The bump is 10 plus the map,-- -- -- -- -- -- --Fabric texture:In the diffuse map, plus FALLOFF [attenuation], the texture of the texture is the color of brightness 255, and the tone is self-determined.In the reflection setting reflection is 16 [remove the trace reflection in the option] [let him only have the high light no reflection] the reflection of high gloss is 30.5 plus concave, other invariant-- -- -- -- -- -- -- -Wood materialDiffuse to join the wood grain texture, is placed in the reflection map FALLOFF in attenuation attenuation for Fresnel type] [fe 湦 ears for close, the brightness of the brightness value of 0 in the distance value is 230 with a blue, attenuation intensity is 1.6 (the default)The reflection highlights are 0.8 [high - light size] and the glossiness is 0.85 [fuzzy value]Add concave and convex texture, strength 10 or so-- -- -- -- -- -- --Bright stainless steel materialDiffuse reflection is black [0] {contrast enhancement} reflection for light blue [brightness 198 hue 155 confirmed and 22] reflects specular gloss is 0.8 [highlights size] glossiness is 0.9 / fuzzy value subdivision high to join within 15 to do drawing effect on the concave and convex texture,-- -- -- -- -- -- --Matt stainless steel materialDiffuse reflection is black [0] {contrast enhancement} reflection for light blue/brightness 205 color 154 confirmed and 16 reflex specular gloss is 0.75 [highlights size] glossiness is 0.83 / fuzzy value subdivision high 30 to do drawing effect is joined in the concave and convex texture,-- -- -- -- -- -- --Leather materialIs placed in the reflection map FALLOFF in attenuation attenuation for Fresnel type [fe 湦 ear] two material plus a bump map for nearly all, the brightness of the intensity of brightness values of 0 to 5 the distance value of strength of25 and 29 intensity attenuation is 15The reflective highlights are 0.67 [high light] and the aperture is 0.71 [fuzzy value]Add texture to concave and convex [value is around 35]-- -- -- -- -- -- --Paint materialThe reflection is light blue [brightness 15 reflection specular gloss is 0.88 [high light size] the gloss is 1 [fuzzy value]-- -- -- -- -- -- --Translucent materialThe refraction is [brightness] 50 glossiness of 0.8 [fuzzy value].The reflection is light blue [brightness] 11 reflecting the high gloss of the light is 0.28 [high light size]. The gloss is 1 [fuzzy value].-- -- -- -- -- -- --White plastic materialDiffuse white [250] reflect a 185 check the fe 湦 ear specular gloss is 0.63 [highlights size] glossiness is 0.5 / fuzzy valuesegmentation 15 and then the BRDF anisotropic set, anisotropy of 0.4 rotate for 85Surface diffuse color into the glass color of the lacquer that bake, reflection to about 200 ~ 220, don't too high, check the Fresnel glass best (do check this option), refraction don't adjust the default 0 (this is important), smoke color Fog gave into glass color of the lacquer that bake, smoke multiply 0.3 (also can try the effect of different smoke double parameters)The rest is by default.Vray material to adjust the technical parameters accuratelySet of material is not a constant, is not laws, presented here is a general parameter values, the specific need to cooperate with the lights of the scene in changes, it is not a great difference, of course, there are other many kinds of method, here introduces VR tuning method, only hope to have the effect of the topic.The most common things in our life are: stone, glass, cloth, metal, wood, wallpaper, paint, plastic, leather.Stone material materialMaterial analysis: stone material has mirror, soft face, concave convex face 3 kinds1. Mirror stone: the surface is smooth and reflective, and the high light is smallDiffuse (Diffuse) - stone texture textureReflect - 40Hilight glossiness - 0.9Glosness (gloss, smoothness) - 1Subdivs (subdivision) - 92. The surface of the soft surface is smooth and fuzzy, and the high light is smallE $8 S0u; `Diffuse - stone texture mapReflect - 40Hilight glossiness - shut downGlosness (gloss and smoothness) - 0.85Subdivs (subdivision) - 25The surface of concave convex surface is smooth, have concave and convex, high light is lesserDiffuse - stone texture mapReflect - 40Hilight glossiness - shut downGlosness (gloss, smoothness) - 1 ZSubdivs (subdivision) - 9Bump (Bump map) -15% is associated with diffuse reflection maps4. MarbleDiffuse - stone texture mapReflect - attenuation 1Hilight glossiness - 0.9Glosness (gloss and smoothness) - 0.955. Porcelain materialThe surface of the surface of the light is reflected, with very bright highlightsDiffuse (Diffuse reflection) - porcelain texture map (white porcelain 250)Reflect (reflection) - decay (also set to 133, open Fresnel, and only about 40)Hilight glossiness - 0.85Glosness (gloss, smoothness) - 0.95 (reflected to 40 changes here to 0.85)Subdivs (subdivision) - 15Maximum depth - 10Brdf-ward (if not attenuated can be changed to PONG)Anisotropy: 0.5The rotation value is 70,Environment: OUTPUT, OUTPUT is 3.02. Fabric material:Material analysis: commonly divided into ordinary cloth, blanket, silk three kinds, mainly according to the surface roughness and the area has different characteristics.1. Ordinary cloth: the surface has a small rough, small reflection, and the surface has the feeling of velvet and concaveDiffuse (Diffuse reflection) - FALLOFF [attenuation], the short-range attenuation is the black color block for the fabric texture, the short-range attenuation is the color of the white color block.Reflect - 16Hilight glossiness - 0.3 or soGlosness (gloss, smoothness) - 1Bump (Bump map) - associated with diffuse reflection maps, depending on the roughness2, blankets, rough surface, the small reflection, surface with velvet feeling and AoTuGan, blanket material approach, there are several, one is very similar to the fabric quality, fabric quality in Archinteriors is this kind of practice, according to the roughness of concave and convex, others only on the concave and convex texture, other parameters constant, some created using VR hair, in order to increase the texture of the blanket maomao many using VR displacement mapping.A, VR hair plug-in method:VRayFur is a very simple program of hair plugins. The hair is produced only when rendering, and can not observe the effect in real time during scene processing. Create a selection of hair objectAny geometry object of 3dsmax, pay attention to increasing the number of meshes, click VRayFur on the create panel. This is the Source object of the current Source object - need to increase the hairLength - Length of hairThickness of hair - hairGravity - control the force of the hair down in the Z directionBend - control the curl of hair.Sides - this parameter is not adjustable at present. Hair is usually rendered as a polygon facing the tracking light. It is normal to use interpolation to create a smooth representation.The fact-hair is rendered as a straight segment of a couple of connections that control the number of straight segments.Flat normals - when checked, the normals of hair will not change the width of the hair. Though not very accurate, this is very similar with other hair solution. At the same time help hair confusion, make it a little bit more simple image sampling. When unchecking the surface normals variety on the width of the edge, to create a cylindrical shape of hair.Direction variation - this parameter adds some changes to the Direction of hair on the source object. Any number is valid. This parameter is also dependent on the proportion of the scene.Length/Thickness/Gravity variation - increases change on the corresponding parameters. Values change from 0.0 (unchanged) to 1.0 Distribution - determine the density of hair covering source objects!Per face - specifies the number of hairs Per surface of the source object. Each face produces a specified amount of hair 43 *.Per area - the amount of hair on the surface is based on the size of the surface. Smaller faces have less hair and larger faces have more hair. Each face has at least one hair.Reference frame - this explicitly source object gets the frame size of the calculated surface. The retrieved data will be used throughout the animation process to ensure that the amount of hair on the surface remains unchanged in the animationPlacement - determines which side of the source object produces hairEntire object - produces hair on all sidesSelected faces - only Selected faces (such as the MeshSelect modifier) generate hairMaterial ID - only specify the Material ID in front of the hair the Generate W - coordinate - in general, all texture coordinate from the basic objects (base object). However, W coordinates can be modified to offset along the hair. The U and V coordinates from a base object. The Channel - W coordinates will be modified.Select the object to create a hair object. Select the hair to adjust the parameters in the properties panel.B. VR replacement carpet D + 7Established first corner cut rectangles, chamfering have been set, the second step add carpet in the diffuse map, not to bump, but also mapping is UVM coordinates in order to set association, the third step is to give the object coordinates, pay attention to the height of the rectangle coordinates height and cutting Angle coordinate, the fourth step in VR replacement, associated bump map, adjust the quantityIii. Silk material: metallic luster; The surface is relatively smooth and has the characteristics of clothDiffuse (Diffuse reflection) - FALLOFF [attenuation], the short-range attenuation is the black color block for the fabric texture, the short-range attenuation is the color of the white color block.Reflect - 17Hilight glossiness - 0.77Glosness (gloss and smoothness) - 0.85Bump (Bump map) - associated with diffuse reflection maps, depending on the roughness4. Wood material: the surface is relatively smooth, there isa certain reflection, with concave and convex, the high light is small, according to the surface coloring can be divided into bright surface, dumb surface two kinds1. Bright side varnish woodDiffuse (Diffuse) - wood texture mapReflect (reflection) -18-49Hilight glossiness - 0.84Glosness (gloss, smoothness) - 12. Matte solid wood (often used in wood floors) 1 Diffuse (Diffuse) - wood texture map,Reflect - 44Hilight glossiness - shut downGlosness (gloss and smoothness) - 0.7-0.853, otherDiffuse (Diffuse) - wood texture mapReflect - attenuationHilight glossiness - 0.8Glosness (gloss and smoothness) - 0.85Four, glass material:Material analysis: surface smooth,There is a certain high gloss, transparent reflection and refraction phenomenonDiffuse (Diffuse) - blackReflect - attenuationHilight glossiness - 1Glosness (gloss and smoothness) - 0.95Subdivs - 3Glosness (Glossiness) - 1.0Refract (refraction) - 252Glosness (Glossiness) - 1.0The fog is excellent: the color of the ordinary glass is set hereFog multiplier: 0.01 (note that the default 1.0 is too large to directly affect the effect of the glass)IOR - 1.517, S7Subdivs - 50Metal materials(1) stainless steel materials:Material analysis: the surface is relatively smooth, the high light is small, the blur is small, divided into the mirror, the drawing, the grinding sand three kinds of q1. Bright stainless steelDiffuse (Diffuse) - blackReflect - 150Hilight glossiness - 1Glosness (gloss and smoothness)Subdivs to 152, brushed stainless steelDiffuse (Diffuse) - blackReflect (reflection) - attenuation, add a drawing in the near-distance attenuationHilight glossiness - shut downGlosness (gloss and smoothness) - 0.8 _Subdivs - 123. Grinding stainless steel:Diffuse (Diffuse) - blackReflect (reflection) - attenuation, the default B3 is maintained in near-distance attenuation and distance attenuationHilight glossiness - shut downGlosness (gloss, smoothness) - 0.7Subdivs - 12;(2) aluminum alloy materialAluminum alloy:Diffuse (Diffuse reflection) - 124Reflect (reflection) -86Hilight glossiness - 0.7Glosness (gloss, smoothness) - 0.75Subdivs - 25BRDF [anisotropic] WARD [WARD]6. Paint material: can be divided into bright paint, matt paintMaterial analysis: bright paint surface is smooth, reflection attenuation is smaller, high light is small, matt paint is like emulsioni paint, the surface of emulsioni paint is somewhat rough, have concave convex1. Bright paintDiffuse (Diffuse reflection) - paint colorReflect) -15 (just for a little highlights)Hilight glossiness - 0.88Glosness (gloss, smoothness) - 0.98Bump:2. Latex paint material:Diffuse (Diffuse reflection) - paint colorReflect (Reflect) -23 (just for the sake of it)Hilight glossiness - 0.25Glosness (gloss, smoothness) - 1Undo reflection tracing7. Leather materialMaterial analysis: the surface has a soft high gloss, a little reflection, the surface texture is very strongDiffuse - leather textureReflect - 35Hilight gloses-0.65 (also around 0.4)Glosness (gloss, smoothness) - 0.75Subdivs - 16Maximum depth: 3 (this setting is softer)Concave: 45% is associated with diffuse reflection8. Plastic material:Material analysis: surface smooth, reflective, high lightDiffuse (Diffuse) - plastic color or textureReflect - attenuationHilight glossiness - 0.85Glosness (gloss and smoothness) - 0.95Subdivs - 16Maximum depth: 8 (setting the reflection brighter) Environment: OUTPUT value 3 _9. Wallpaper and paperDiffuse (Diffuse reflection) - wallpaper map Reflect - 30Hilight glossiness - shut downGlossiness (gloss and smoothness) -0.5Maximum depth: 1 (setting the reflection brighter) De-ray tracingSection 2, otherA translucent materialTranslucent materialDiffuse (Diffuse) - whiteReflect - by defaultHilight glossiness - by defaultGlosness (gloss, smoothness) - defaultRefract (refraction) - attenuationGlosness - by default, check the shadow and let the light pass throughIor-1.2 (window 1.01, glass 1.5, masonry 2.4, colored can be modified in the white part)Mirror materialDiffuse (Diffuse) -50Reflect - 150Hilight glossiness - shut downGlosness (gloss, smoothness) - 0.94Subdivs - 5Refract (refraction) - 0Glosness (Glossiness) - 1.0IOR - 2.97Subdivs - 50The BRDF - WARDVRAY sunlight usage methodSay the key parameters and common valuesTurbidity refers to the greater the degree of cleanliness in the air and the warmer the sun.Generally, the value is 3 to 5 at noon6 to 9 in the afternoonIn the evening to 15. The value of 20, `Keep in mind that the warmth of the sun is also related to the Angle of your own and the ground.The more vertical and the colder, the smaller the Angle the warmer.Second parameterOzone {ozone} generally does not have a lot of impact on sunlight, it has an effect on the sky light of VR, generally not.The third most important thing is that the intensity intensitymultplier is usually associated with the first parameterThe larger the first parameter, the more warm the sun will be, and the darker it will be, the more you will need to increase this parameter. The average advance time is 0.03 to 0.1Try it again and again.Size multplier is the size of the sun, and the larger the sun, the larger the parameter is, the more the shadow effect will be generated in the distance.In general, this parameter is 3 to 6, which is related to the following parametersShadow subdivs (shadow subdivision). Size multplier value larger shadow subdivsWhen there is shadow shadow in the edge of the object, the subdivision will be larger, or there will be a lot of noise.The average time is 6 to 15Shadow bias is the shadow offset. This parameter is the same as MAX's lamp.The last photon emit radius is not affected by the light of VRsun's own size control.Summarize the above analysisTurbidity (turbidity) and intensity multplier (intensity) should be adjusted to each other because they affect each other.Size multplier (the size of the sun) and shadow subdivs (shadow subdivision) are tuned to each otherOne of the main things isThe above experience values and explanations are only for the MAX cameraNot for VR cameras。
顶点t1参数
顶点T1参数是图形渲染中的一个重要概念,特别是在计算机图形学和游戏开发中。
在3D图形中,顶点是构成几何形状的基本单元,通常包括位置、法线、纹理坐标等属性。
顶点T1参数则通常指的是顶点的纹理坐标(Texture Coordinates),也称为UV坐标。
纹理坐标用于定义物体表面贴图的位置和方向。
通过纹理坐标,可以将一张2D图像映射到3D模型表面,从而实现复杂和逼真的纹理效果。
顶点T1参数就是在顶点着色器中定义的纹理坐标,用于控制每个顶点对应的纹理贴图的位置和旋转。
在顶点着色器中,通过为每个顶点指定T1参数,可以控制纹理贴图在模型表面的展开方式和映射方式。
通过调整T1参数,可以实现多种纹理映射技术,如平铺(Tiling)、镜像(Mirroring)等,以满足不同场景和效果的需求。
同时,顶点T1参数还与顶点的其他属性相关联,如顶点的位置、法线和颜色等。
在渲染过程中,这些属性将一起传递给几何着色器、光栅化阶段和片元着色器等后续阶段,以完成整个渲染流程。
需要注意的是,顶点T1参数的具体实现方式可能会因不同的图形API和渲染引擎而有所差异。
在实际应用中,需要根据具体的渲染框架和API文档来了解和使用顶点T1参数。
总之,顶点T1参数是实现3D模型表面纹理效果的重要参数之一。
通过合理设置和调整顶点T1参数,可以创造出更加逼真和生动的纹理效果,提升3D场景的视觉表现力。
texcoord的理解
Texcoord是计算机图形学中的术语,它代表了图像中每个顶点的纹理坐标。
纹理坐标是用来确定纹理图像上的特定位置的值,它决定了如何将纹理映射到物体表面上。
在三维图形渲染中,纹理映射是一种常用的技术,它可以使物体表面看起来更加真实和具有细节。
纹理坐标通过将图像的坐标系统映射到物体表面上的顶点来实现这一目标。
每个顶点都有一个对应的纹理坐标,这些坐标可以用来确定在纹理图像中的位置。
纹理坐标通常是二维的,由两个浮点数组成,分别表示在纹理图像中的水平和垂直位置。
这些坐标的范围通常是[0, 1],其中(0, 0)表示纹理图像的左下角,(1, 1)表示纹理图像的右上角。
通过在顶点之间进行插值,可以在物体表面上创建出更平滑的纹理映射。
纹理坐标的使用可以实现各种效果,例如贴图、反射、折射等。
通过在物体表面上的每个顶点上应用纹理坐标,可以将纹理图像映射到物体表面上,从而使物体看起来更加真实和具有细节。
Texcoord在计算机图形学中扮演着重要的角色,它可以帮助我们创建出逼真的三维图形。
通过合理使用纹理坐标,我们可以为物体赋予各种不同的表面特征,从而提高图形渲染的质量和真实感。
掌握和理解Texcoord的概念和原理,对于从事计算机图形学相关工作的人来说是非常重要的。
GL_FRAGCOORD是一个用于获取当前片段位置的通用变量,它在GLSL(OpenGLShadingLanguage)中经常被使用。
这个变量包含了当前渲染到片段的颜色值,以及相关的坐标信息。
下面我们将详细介绍GL_FRAGCOORD的用法。
一、片段位置和颜色值GL_FRAGCOORD包含了当前渲染到片段的颜色值和坐标信息。
在渲染过程中,每个像素点的颜色是通过片段着色器(FragmentShader)来计算的。
片段着色器中,可以通过GL_FRAGCOORD来获取当前片段的位置信息,并将其与一些常量值(如Z深度值)结合起来,计算出最终的颜色值。
二、坐标系介绍GL_FRAGCOORD是一个4x4的向量,包含了以下坐标信息:*位置坐标:x、y、z分别表示在屏幕上的位置坐标。
这些坐标值是从视口(Viewport)映射到窗口坐标系中的。
*视口坐标:w表示视口的宽度比例因子,它用于将窗口坐标系中的位置转换为片段坐标系中的位置。
*颜色分量:r、g、b、a分别表示红色、绿色、蓝色和alpha(透明度)分量。
这些分量共同构成了片段的颜色值。
三、使用方法在使用GL_FRAGCOORD时,可以通过以下方式获取片段位置和颜色值:1.通过dot或mul等算数运算操作获取其他变量的值,如获取颜色值的加权平均值或计算其他变量与颜色值的乘积等。
2.通过输出操作符将GL_FRAGCOORD的值输出到顶点着色器或其他变量中。
3.使用GL_FRAGCOORD进行一些数学运算或逻辑判断,以实现一些特定的效果或功能。
下面是一个简单的示例代码,展示了如何使用GL_FRAGCOORD获取片段位置和颜色值:```scss#version330core//确保使用GLSL3.3或更高版本outvec4FragColor;//输出变量定义voidmain(){//获取片段位置和颜色值vec4pos=gl_FragCoord.xy/gl_FragCoord.w;//获取位置坐标和视口宽度比例因子vec4color=vec4(0.5,0.0,0.5,1.0);//假设片段颜色值为半透明红色//进行一些操作或计算,将位置坐标和颜色值结合起来,得到最终的颜色值//...//将最终的颜色值输出到像素颜色缓冲区中FragColor=color;}```在上述示例中,我们首先通过gl_FragCoord.xy/gl_FragCoord.w 获取了片段的位置坐标和视口宽度比例因子。