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3ds Max and mental ray实现建筑可视化技术 Realistic Architectural Visualization with 3ds M

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    资源信息:



    中文名


    : 3ds Max and mental ray实现建筑可视化技术


    英文名


    : Realistic Architectural Visualization with 3ds Max and mental ray


    版本


    : (1st edition)PDF


    发行时间


    : 2007年04月15日


    地区


    : 美国


    对白语言


    : 英语


    概述


    :



    书名: Realistic Architectural Visualization with 3ds Max and mental ray 作者: Roger Cusson (Author), Jamie Cardoso (Author) 页数: 330 pages 出版: Focal Press; 1st edition (April 15, 2007) 语言: English ISBN-10: 0240809122 ISBN-13: 978-0240809120 http://www.amazon.com/exec/obidos/tg/detail/-/0240809122/ Realistic Architectural Visualization with 3ds Max and mental ray ——《3ds Max and mental ray建筑可视化技术》,电子书。3ds Max 指令工具集为你带来新现实主义可视化效果.三步教程指南诠释了内部和外部,日间和夜间的照明场景.mental ray被当作一种简单容易描述的工具和流程,可以学习到渲染的运用材料,照明设备和优化设置技巧. 此书不仅阐述了如何使用mental ray进行渲染,创建高级特效的操作过程,以及大量的专业级技巧,而且综合地介绍了mental ray 软件的场景描述语言和标准着色库,它们是书中所有实例的基础。 渲染是一种被用于产生3D动画、游戏以及CAD的真实感图像的关键软件技术。随着对3D计算机图形图像应用需求的飞速增长,对于在该领域的专业人才和高级培训的需求也相应增长迅速。 mental ray®一直被世界上从事设计和动画制作的专业人员视为首选的高端3D渲染软件。这个曾经荣获“学院奖”的软件,作为一个高端的渲染插件,被嵌入到许多先进的数字内容创作的软件包中(如:Autodesk Maya®, Autodesk 3ds Max® and Softimage® | XSI®)以及各种CAD的软件产品中。超过150部的电影在制作过程中使用了mental ray,而且世界上许多著名的电影工作室围绕着mental ray构建了他们的制作系统。


    Book Description


    Bring new realism to your visualizations with a command of the 3ds Max toolset. Three step-by-step tutorials demonstrate exterior and interior, day and night lighting scenes. You learn the nuts and bolts of importing models from CAD programs, lighting, applying mr shaders and materials, and optimizing your renders. Mental ray is made simple with an accessible description of its tools. * Color reproductions illustrate a wide array of subtle techniques. * mental ray is made easy with accesible demonstations. * Companion CD contains all of the project files.


    From the Back Cover


    Bring new realism to your visualizations with a command of the mental ray toolset in 3ds Max. mental ray is made simple with an accessible description of its tools and workflows. You can learn the nuts and bolts of applying materials, lighting, and optimizing your renders. Step-by-step tutorials lavishly illustrate the processes and techniques required to produce renderings of existing models. Interior and exterior projects demonstrate how to: *Prepare materials for interior and exterior scenes in light-free enviornments for efficient rendering * Light a daytime interior scene including indirect illumination, color bleeding, and mr lights * Light a nighttime interior scene including light decay, lume shaders, exposure controls, and rendering light tests * Light an exterior scene in daylight with mr Sun and mr Sky objects * Create a hazy exterior setting with mr Physical Sky and an applied bitmap * Efficiently work a complex scene to reserve time consuming complete renders for the end Valuable appendices provide direction on trasnferring CAD files from AutoCAD and Revit to 3ds Max, creating caustics and flash effects, HDRI, Render passes and Bucket rendering, common errors and the process of creating the high resolution image as seen on the front cover.




    Contents


    Acknowledgments ix Preface xi Project Files: Exercise Disk xiii The Living Room: Introduction 1 Chapter 1 Preparing Materials for an Interior Space 3 1.1 Introduction 3 1.2 Starting the Scene 4 1.3 The Arch & Design Material 8 1.3.1 BRDF 13 1.3.2 Advanced Rendering Options 13 1.4 Working on the First Material 16 1.5 Working on the Sofa Material 25 1.6 Working on the Floor Material 30 1.7 Working on the Glass Material 35 1.8 Working on the Metal Material 39 1.9 Conclusion 41 Chapter 2 Day Lighting for an Interior Space 43 2.1 Introduction 43 2.2 Interior Lighting Concepts with mental ray 44 2.3 Parameters in Final Gather 46 2.3.1 Basic Group 47 2.3.2 Final Gather Map Group 51 2.4 Parameters in Global Illumination 52 2.5 Starting the Scene 55 2.6 Establishing Basic Lighting Parameters 58 2.7 Adding Lights 61 2.8 Adding an Omni Light to Simulate Scattered Light 67 2.9 Modifying the Spot Light 73 2.10 Making Changes to Materials Due to Light Effects 75 2.11 Exposure Control 76 2.12 Adjusting the Exposure of the Living Room Scene 78 2.13 mental ray Parameters for the Final Render 80 2.13.1 Samples per Pixel Group 80 2.13.2 Filter Group 81 v Contents 2.14 Finalizing the Living Room Render 83 2.15 Conclusion 85 Chapter 3 Artificial Lighting for the Interior Space 87 3.1 Introduction 87 3.2 Starting the Scene 88 3.3 Establishing Basic Lighting Parameters 90 3.4 Adding the Artificial Lights 94 3.5 Adding More Lights to the Scene 100 3.6 Adding a Lume Shader to the Lights 106 3.7 Adding Exposure Controls to Improve the Image and Final Render 114 3.8 Conclusion 119 The Harbor: Introduction 121 Chapter 4 Preparing Materials for an Exterior Scene 123 4.1 Introduction 123 4.2 Starting the Scene 123 4.3 Applying Materials to the Background Buildings 128 4.4 Creating a Material for the Wooden Chair 134 4.5 Creating a Material for the Pavement 141 4.6 Using the Ocean (Lume) Shader for Water 145 4.7 Creating the Water Material in the Harbor Scene 149 4.8 Conclusion 159 Chapter 5 Lighting for an Exterior Scene 161 5.1 Introduction 161 5.2 Exterior Lighting Concepts with mental ray 162 5.2.1 mr Sun Parameters 164 5.2.2 mr Sky Parameters 169 5.3 Starting the Scene 172 5.4 Establishing Basic Lighting Parameters 174 5.5 Refining the Lighting and Creating a Rendered Image 183 5.6 Conclusion 187 Chapter 6 Working with the mr Physical Sky Shader 189 6.1 Introduction 189 6.2 mr Physical Sky and the Sun Disk 190 6.3 Moving the Sun to a Desired Location 190 6.4 The mr Physical Sky Shader 192 6.4.1 Sun Disk Appearance Group 192 6.4.2 Inherit from mr Sky Group 194 vi Contents 6.4.3 Horizon and Ground Group 196 6.4.4 After Dark Group 198 6.4.5 Non-Physical Tuning Group 198 6.4.6 Aerial Perspective (When Used as Lens/Volume Shader Only) Group 200 6.5 Creating Camera Haze 200 6.6 Using a Bitmap Background in mr Physical Sky 202 6.7 Some Notes About mr Physical Sky 206 6.7 Conclusion 208 Conclusion and Further Study 209 Appendix 1 CAD Transfer 211 A1.1 Introduction 211 A1.2 Overview 211 A1.2.1 Importing 3D Geometry 211 A1.2.2 Linking AutoCAD Files 212 A1.2.3 Why Transfer Files? 213 A1.3 An Approach to CAD Transfer 213 A1.3.1 A Generalized Approach to Modeling and Rendering with Linked Files 213 A1.3.2 Exceptions to the Generalized Approach 214 A1.4 Process of Linking Files 214 A1.5 Linking Files from AutoCAD 215 A1.5.1 Layers 215 A1.5.2 File Link Manager Parameters 216 A1.5.3 AutoCAD Layers, 3ds Max Layers and 3ds Max Objects 218 A1.5.4 Applying Materials 220 A1.5.5 More Complex Material Assignments 220 A1.5.6 Mapping 221 A1.5.7 Reloading Linked Files 221 A1.6 Linking Files from Revit 223 A1.6.1 Revit Object Database 223 A1.6.2 Exporting 3D Model to AutoCAD 224 A1.6.3 Linking an AutoCAD File Exported by Revit 225 A1.6.4 Reloading a Revit Model Linked through a .dwg File 226 A1.6.5 Materials in Revit 226 A1.6.6 Accessing Revit Materials in 3ds Max 227 A1.6.7 Caution About Using Revit Materials 229 A1.7 Conclusion 229 Appendix 2 Caustics 231 A2.1 Introduction 232 A2.2 Caustics 232 A2.3 Creating Caustics in a Wine Glass 232 vii Contents A2.4 Creating the Lights and the Caustics Effect 241 A2.5 Final Adjustments to the Image 251 A2.6 Conclusion 254 Appendix 3 Camera Effects 255 A3.1 Introduction 255 A3.2 Flash Effect and Depth of Field 256 A3.3 Creating the Flash Effect 256 A3.4 Depth of Field 263 Appendix 4 HDRI 269 A4.1 Introduction 269 A4.2 Assigning a HDRI image to a light source 270 A4.3 Light Point (base) Parameters 277 A4.4 Adding the HDRI image to the light 277 Appendix 5 Rendering Large Complex Scenes 289 A5.1 Introduction 289 A5.2 Render Passes 290 A5.2.1 Render Passes Parameters 300 A5.3 Distributed Bucket Rendering 300 A5.3.1 Distributed Bucket Rendering Parameters 301 A5.4 Network Rendering 305 Appendix 6 Common Errors 309 A6.1 Introduction 309 A6.2 The mental ray Message Window 309 A6.3 Photon Errors 310 A6.4 Final Gather Errors 315 Appendix 7 The Cover Image 317 A7.1 Introduction 318 A7.2 Adjusting Final Gather Settings 318 A7.3 Image Size 319 A7.4 Sampling Quality 319 A7.5 Rendering 319 A7.6 Lights and Materials 320 A7.7 Exposure Control 321 Index 323 viii


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