آموزش انیمیشن تری دی مکس 3ds max Rendering Choosing a renderer

دانلود رایگان آموزش انیمیشن تری دی مکس 3ds max Rendering Choosing a renderer در آخرین فصل ما به اصول اولیه رندر خواهیم پرداخت. و اولین چیزی که می خواهم پوشش دهم انتخاب شما برای ارائه دهنده ها در 3ds Max است. شما چهار گزینه مختلف برای ارائه تولید دارید. اولین مورد ، ارائه دهنده نرم افزار میراث قدیمی قدیمی Scanline است و قدیمی ترین گروه در این گروه است ، و در صورتی که برخی از گزینه های دیگر برای شما کار نکنند ، موقعیت برگشتی است. سپس ما یک رندر سخت افزاری Quicksilver داریم که از سخت افزار ویدیویی یا کارت گرافیک شما استفاده می کند. برای سازگاری با سایر برنامه های Autodesk ، ما رندر Autodesk Ray Tracer یا ART را داریم و در آخر ما رندر پیشرفته روشنایی جهانی آرنولد را داریم. بیایید یک بار به این موارد بپردازیم. اول ، ارائه دهنده Scanline. همانطور که اشاره کردم قدیمی ترین آن است ، اما به دلیل اینکه خیلی قدیمی است ، سریع است و تنظیم آن ساده است. با این حال ، از نظر جسمی با هیچ کشش تخیل دقیق نیست.
You can't do anything that can't be reproduced in the real world. So for example, you can't do things like exclude lights from objects, you can't have single-sided surfaces, and so on. So it's kind of problematic for that. But, it's very good for traditional design visualization. And it is very easy to set up, you've really only got a quality slider and a couple of little switches to throw, and it takes no time to set up at all. The best selling point of ART is that it is compatible with and included in other Autodesk applications. So if you set up a render in another application, and then you set it up in 3ds Max, it will look the same because it's using the same renderer. Last, we come to Arnold, which like ART, is a physically-accurate, unbiased, brute force Monte Carlo Path Tracer. However, it is a better one than ART. It is not limited by the real-world physics. You can break the rules, you can exclude lights from surfaces. You can have single-sided surfaces, and so on. So, for a visual effects artist or animation artist, there's really no choice here, you're going to use Arnold and you're not going to use ART, because ART kind of ties your hands and makes it impossible for you to do the things that you would normally do in a CGI environment. It is also faster and more flexible than ART. So it renders faster and it can do more different things, it has more features.
It's got a large library of shading nodes for example. So that's another point in the favor of Arnold. And really, it is suitable for all applications. Anywhere from perfect photoreal to completely stylized. It is sort of defaulted to a photoreal setup, but with a little bit of work, you can get all kinds of different looks out of Arnold. So those are your options for production rendering. Scanline for legacy applications and quick and dirty renders, Quicksilver for draft renders, ART for product visualization and architecture, and compatibility with other Autodesk applications. And finally, Arnold for high-end global illumination for really all applications.