دانلود آموزش نورپردازی داخلی ویری تری دی مکس
آموزش فارسی نورپردازی داخلی ویری
vray interior lighting tutorial 3ds max
از مهم ترین تفاوت ها در نورپردازی داخلی و خارجی میتوان به تعداد ، نوع و مکان دهی نورها،تنظیمات متفاوت در متریال(مخصوصا انعکاس) و صد البته تنظیمات دوربین فیزیکال کمرا و ... اشاره کرد. این مجموعه کاری از شرکت cgworldgroup است. که به برسی این تفاوت ها میپردازد و یک صحنه را برای رندر داخلی آماده میکند.این آموزش مخصوص رندر داخلی V-ray شامل مراحل نورپردازی،متریال دهی،پست پروداکشن (Post production)و رندر نهایی است.
نام محصول: آموزش فارسی نورپردازی داخلی V-ray
مشخصات:45 دقیقه فیلم ترجمه شده HD+فایلهای مکس
نکات پوشش داده شده:
تنظیمات متریال رندر داخلی
نکات کلیدی قرار دادن نور های ویری
آموزش View گیری
آموزش دوربین مخصوص ویری (vray physical camera)
رندر نهایی و پردازش عکس با فتوشاپ (Post production)
برای اطلاعات بیشتر تماس بگیرید:
:(DVD 2
نام محصول: آموزش فارسی نورپردازی داخلی V-ray
Other Interior Light Sources
- When lighting interior scenes through an exterior environment, it will require us to use a high intensity
multiplier on the environment to compensate for the darkness of the space.
- We also need to bounce light around more to get better light coverage.
- While HDRIs do not affect the scene’s lighting as dramatically as they do with exterior scenes, they still
provide a subtle difference to help the variation of lighting as opposed to simply using a solid
color for the environment.
- Affecting the color of elements in the scene affects the overall color of the lighting.
- Elements that are receiving more direct light (such as a floor) affect the scene more than objects that
receive less light (such as the ceiling).
- On reflective (specular) surfaces, darker surfaces appear more reflective than lighter surfaces.
- Specular reflections need to be broken up through textures in several spots – through reflective intensity,
and through roughness (or glossiness).
- When building interior lighting scenes, it is important to build them to scale especially when using light
sources, which all have to be scaled to the scene.
- Light sources have an inverse square decay.
Understanding color space:
- Renderings are calculated and displayed in linear color space, while your monitor needs to be gamma corrected.
- There are several ways to compensate for this.
- The best way is to keep your image saved in linear color space and adjust your Virtual Frame Buffer
(VFB) to display the image with a gamma correction.
- The other way is to “burn” the gamma curve into the image using the color mapping method.
- For a PC, the gamma is usually a 2.2 gamma. If you choose to use the color mapping method inside of V-ray,
use Gamma Correction at a value of 0.4545 (which is 1/2.2).
- V-ray area lights have an inverse square decay and vary in intensity based on their size.
- IES lights are a specialty light type that reads a lighting file by the lighting manufacturer that describes the
light with a 3 dimensional plot of how the light intensity is distributed from the light source.
- Lighting manufacturers generally freely distribute IES files over the internet.
- Look for lighting companies on the internet such as Lithonia and Erco.
- There are many free IES file viewers that can be found on the Internet to help pick light sources by
giving a visual representation. Do an Internet search on IES Viewer to find them. The one I enjoy
using is the one written by Tony V. Morev.
- Using IES lights can greatly increase your lighting library.
- IES lighting can be slower in V-ray due to the complexity of the falloff of the light sources.
- Objects can also be made into light sources in V-ray, but are only viewable in diffuse when using GI
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