arch design material (2).docx
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Arch & Design Material (mental ray)
Material Editor > Type button > Material/Map Browser >Arch & Design Material
Material Editor > any material > Click a Map button. >
Material/Map Browser > Car Paint Shader
Note: The Arch & Design material appears in the Browser
only if the mental ray renderer is the currently activerenderer.
The mental ray Arch (architectural) & Design material
improves the image quality of architectural renderingsand improves workflow and performance in general and
for glossy surfaces such as floors in particular. Special
features include self-illumination, advanced options for
reflectivity and transparency, ambient occlusion settings,and the ability to round off sharp corners and edges as a
rendering effect.
TipThe Arch & Design material supports hardware-based
viewport display for improved feedback while editing itsparameters. For more infomation, seeShow
Standard/Hardware Map in Viewport.
TipThe Arch & Design material interface has built-in
descriptions of all of its important parameters. To view atooltip describing a parameter of interest, position the
mouse cursor over the control's spinner, color swatch,
check box, etc.
Arch & Material Design (mental ray)
Material Editor> boto Tipo> Material / MapBrowser Arch> & Material de DesignMaterial Editor> qualquer material> Clique em umboto Mapa. > Material / Map Browser> Shader pinturado carroNota: O material Arch & Design apareceno browser apenas se o renderizador mental ray o
representante ativo no momento.O mental ray Arch (arquitectura) e material dedesign melhora a qualidade de imagem arquitetnicos melhora o fluxo de trabalho e desempenho em geral epara superfcies brilhantes, como pisos, emparticular. As caractersticas especiais incluemauto-iluminao, opes avanadas de refletividade etransparncia, as configuraes de ocluso deambiente, e a capacidade de arredondar os cantos earestas como um efeito de renderizao.
TipThe Arch & Design suporta o material baseado emhardware exibir viewport parafeedback melhorou durante a edio de seusparmetros. Para mais informaes,consulteMostrar Standard / Hardware Map in Viewport.
TipThe Arch & Design de interface material foiconstrudo com as descries de todos osseus parmetros importantes. Para ver uma dica quedescreve um parmetro de posio de juros, o cursor dmouse sobre o controle giratrio, a amostra decor, caixa, etc
See Also
Arch & Design Material (mental ray):Overview
Arch & Design Material (mental ray): Tipsand Tricks
Veja tambmArch & Material Design (mental ray): Viso GeralArch & Material Design (mental ray): Dicas e Truques
procedimentos
Para criar um fisicamente correta, de
superfcie auto-iluminado:
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Procedures
To create a physically correct, self-illuminated surface:
An example of this application is a realistic halogen
pendant luminaire with a translucent shade, such as
frosted glass.
Create your geometry and obtain or create aphotometric file of the luminaire. Determine the
lamp color and intensity, as measured or provided
by the manufacturer; for example: 1,500 cd/m2and 3,700 degrees Kelvin. Enabletone mapping
andglobal illumination.
Create a photometric light (the halogen lamp) and set
its color and intensity.
Turn off the light source's Affect Specular property.
Create and place the light-shade geometry and apply
an Arch & Design material to it.On the Self Illumination (Glow) rollout, set the same
color and intensity you applied to the light source.
Also turn off the Illuminates The Scene (WhenUsing FG) check box in the Glow Options group.
Render the scene.
Interface
Main material parameters rollout
BRDF rolloutSelf Illumination (Glow) rollout
Special Effects rollout
Advanced Rendering Options rollout
Fast Glossy Interpolation rollout
Special Purpose Maps rollout
General Maps rollout
Um exemplo desta aplicao umaluminria pendente realista halognio com umamscara translcida, como vidro fosco.Crie sua geometria e obter ou criar umarquivo fotomtrica da luminria. Determinar a cor dalmpada e a intensidade, medida ou fornecido pelofabricante, como por exemplo: 1.500 cd/m2 e3.700 graus Kelvin. Ativar mapeamento de tom e deiluminao global.Criar uma luz fotomtrica (a lmpada halgena) e defin
sua cor e intensidade.Desligue a fonte de luz Affect Specular propriedade.Criar e colocar a geometria luz sombra e aplicar ummaterial Arch & Design para ele.Na Auto-Iluminao rollout (Brilho), defina a mesmacor e intensidade que aplicou fonte deluz. Tambm desligar o ilumina a cena (ao usar FG)caixa de seleo no grupo Opes Glow.Renderizar a cena.
interfacePrincipal matria rollout parmetros
rollout BRDFIluminao auto lanamento (Brilho)Rollout Efeitos Especiais
Avanados Rendering lanamento OpesRollout Interpolation rpido GlossySpecial Purpose rollout MapsGeral rollout Maps
Templates rollout (implantao de modelos)
Provides access to Arch & Design material presets for
quickly creating different types of materials such as wood,
Fornece acesso a materiais Arch & Designde presets para rapidamente criar diferentes tipos
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glass, and metal. You can also use these as starting pointsfor generating customized materials. Choose a template
from the drop-down list; a description of the material then
appears in the left-hand pane.
NoteThe Arch & Design material works only with themental ray renderer, so in order to see it represented
accurately in the sample slots, you must first set mental
ray to render in the Material Editor. For details, seeAssign Renderer Rollout.
de materiais como madeira, metal, vidro e. Voctambm pode usar esses pontos de partidapara a gerao de materiaispersonalizados. Escolha um modelo a partir dalista drop-down, uma descrio do material, emseguida, aparece no painel da esquerda.
ObservaoO Arch & Design de materiais sfunciona com o mental ray, por isso,
para v-la representada com preciso nasranhuras exemplo, voc deve primeiro definir omental ray para renderizar no Material Editor. Paramais detalhes, consulte Atribuir Rollout Renderer.
Main material parameters rollout (Principal matria rollout parmetros)
Diffuse group
Diffuse Level
Diffuse Levelcontrols the brightness of the diffusecolor component. Range=0.0 to 1.0. Default=1.0.
grupo difusa
Nvel difusa
Nvel difuso controla o brilho do componente decor difusa. Intervalo = 0,0 a 1,0.Padro = 1,0.
NoteBecause o material conservao de energia, onvel difusa realmente utilizado depende da
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NoteBecause the material is energy conserving, theactual diffuse level used depends on the reflectivity
and transparency, as discussed in the introductory
section, above.
Color
Controls thediffuse color.The diffuse color is the
color in direct light. Default=50% gray.
Roughness
Roughnesscontrols how quickly the diffusecomponent blends into the ambient component.
Range=0.0 to 1.0. Default=0.0.
The diffuse component uses the Oren-Nayar shading
model. When the Roughness value is 0.0 this is
identical to classical Lambertian shading, but withhigher values the surface gets a more powdery look,
as shown in the following illustration.
refletividade e transparncia, como discutido na seointrodutria, acima.cor
Controla a cor difusa. A cor difusa a cor em luzdireta. Padro = 50% de cinza.
rugosidade
Rugosidade controla a rapidez o
componente difusa mistura-se o componente deambiente. Intervalo = 0,0 a 1,0. Padro = 0,0.
A componente difusa utiliza o modelode sombreamento Oren-Nayar. Quando o valor 0,0 Rugosidade este idnticoao sombreamento lambertiana clssica, mas comvalores mais altos da superfcie recebe um aspecto ma"p", como mostrado na ilustrao a seguir.
Left: Roughness=0.0; Center: 0.5; Right: 1.0(Esquerda: rugosidade = 0,0; Center: 0,5; Direita: 1,0)
Reflection group
Reflectivity
The overall level of reflectivity. Range=0.0 to 1.0.
grupo de reflexo
refletividade
O nvel global de refletividade. Intervalo = 0,0 a1,0. Padro = 0,6.Os valores de refletividade e cor combinam-se
para definir o nvel de reflexo, bem como a
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Default=0.6.
The Reflectivity and Color values combine to definethe level of reflections as well as the intensity of the
traditional highlight, also known as the specular
highlight.
This value is the maximum value; the actual valuealso depends on the angle of the surface and comes
from the BRDF curve. This curve (seeBRDF rollout)
lets you define 0degree reflectivity for surfacesfacing the view and 90degree reflectivity for surfaces
perpendicular to the view.
intensidade do destaque do tradicional, tambmconhecido como o realce especular.Este valor o valor mximo, o valor real tambmdepende do ngulo da superfcie e vem a partir dacurva BRDF. Esta curva (ver rollout BRDF) permite quvoc defina 0graus de refletividade para superfcies defrente para a vista e 90 graus de refletividade parasuperfcies perpendiculares vista.
Left: No reflectivity, with a purely diffuse material
Center: Angle-dependent reflectivity, with0degree reflectivity of 0.1 and a 90degree
reflectivity of 1.0
Right: Constant reflectivity, with both 0degree
reflectivity and 90degree reflectivity of 0.9
NoteIn the preceding illustration, the high
reflectivity automatically subtracts from thewhite diffuse color. If this didnt happen, the
material would become unrealistically overbright,and would break the laws of physics.
Color
The overall color of reflected light. Default=white.
Glossiness
Esquerda: No refletividade, com ummaterial puramente difusa
Centro: ngulo-dependente refletividade, com0 graus de refletividade de 0,1 e uma refletividade de graus de 1,0Direita: refletividade Constant, com asduas refletividade 0 graus e 90 graus de refletividade0,9
Observao No ilustrao do anterior, a alta
refletividade automaticamente "subtrai"da cordifusa branco. Se isso no acontecer, omaterial seria irrealista overbright, e iria quebrar as leda fsica.cor
A cor geral da luz refletida. Padro = branco.
brilho
Define a superfcie "brilho", variando de 1,0 (um espeperfeito) para 0,0 (uma
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Defines the surface glossiness, ranging from 1.0(a perfect mirror) to 0.0 (a diffusely reflective
surface). Default=1.0.
superfcie reflexiva difusamente). Padro = 1,0.
Left: Glossiness=1.0; Center, 0.5; Right, 0.25
Esquerda: Glossiness = 1.0; Center, 0,5; direito, 0,25
Glossy Samples
Defines the maximum number of samples (rays)
that mental ray shoots to create glossy reflections.Higher values cause slow rendering but create a
smoother result. Lower values render faster but
create a grainier result. Generally 32 is enough formost cases.
Available only when Glossiness does not equal 1.0.
Because a Glossiness value of 1.0 creates a perfect
mirror, it is meaningless to shoot multiple rays forthis case, hence only one reflection ray is shot.
NoteIf you set Glossy Samples to 0, the reflectionstake the form of a perfect mirror and only one ray
is shot, regardless of the actual value of Glossiness .You can use this to boost performance for surfaces
with very weak reflections. The highlight still
respects the Glossiness value.
Glossy reflections need to trace multiple rays toyield a smooth result, which can affect
performance. For this reason, the material includes
the following two special features designed to
enhance performance:
Amostras brilhante
Define o nmero mximo de amostras (raios) quedispara raios mentais para criar reflexos com
brilho. Valores maiselevados causam renderizao lenta, mas criar umresultado mais suave. Valores mais baixos tornar marpido, mas criar umgranulada resultado. Geralmente 32 o suficiente paa maioria dos casos.Disponvel somentequando no Glossiness 1,0 iguais. Porque um valor d1,0Glossiness cria um "espelho perfeito", no temsentido a disparar raios mltiplos para estecaso, portanto, apenas um raio de reflexo baleado
Observao Se voc definir amostras Glossy a 0, asreflexes assumir a forma de um "espelho perfeito" eapenas um raio disparado, independentementedo valor real do Glossiness. Voc pode usar issopara aumentar a performance em superfcies comreflexes muito fraco. O destaque ainda respeita ovalor Glossiness.Reflexes brilhante necessidade de traar osraios mltiplos para produzir um bom resultado, quepode afetar o desempenho. Por esta razo, omaterial inclui as seguintes duascaractersticas especiais destinadas a melhorar o
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Fast (interpolate)
When on, a smoothing algorithm allows rays to be
reused and smoothed. The result is faster and
smoother glossy reflections at the expense ofaccuracy. Interpolation is explained in greater detail
in the section on theFast Glossy Interpolation
rollout.
NoteThis method works best on flat surfaces.
Highlights+FG only
When on, mental ray traces no actual reflection
rays. Instead, only the highlights are shown, as well
as soft reflections emulated with the help of using
Final Gathering.
The Highlights+FG Only mode takes no additionalrendering time compared to a non-glossy (diffuse)
surface, yet can yield surprisingly convincing
results. While it might not be completelyconvincing for hero objects in a scene, it can work
very well for less-essential scene elements. It tends
to work best on materials with weak reflections orextremely glossy (blurred) reflections, as shown in
the following illustration:
desempenho:
Fast (interpolar)
Quando ligado, um algoritmo de suavizao permiteque os raios para ser reutilizado e suavizados. Oresultado mais rpido e suave reflexos com brilho edetrimento da preciso. Interpolao explicado emmaiores detalhes na seo sobre o lanamento deinterpolao Rpido Brilhante.
Nota Este mtodo funciona melhor em superfciesplanas.Destaques + FG s
Quando ligado, o mentalray traos sem raios reflexo real. Em vezdisso, apenas os destaques so mostrados, bemcomo reflexes suaves emulado com a ajuda deusar Gathering Final.Destaques do + FG modo Somente no tem tempo dprocessamento adicional em comparao com um
no-brilhante superfcie (difusa), mas poderender resultadossurpreendentemente convincentes. Embora possano ser completamente convincentepara "heri" objetos em uma cena, ela podefuncionar muito bem para elementosmenos essenciais cena. Ela tende a funcionar melhoem materiais com reflexes fraca ouextremamente brilhante (turva) reflexes, comomostrado na ilustrao a seguir:
The two cups on the left use real reflections, while those on the right use Highlights+FG Only.
Os dois copos nas reflexes use deixou real, enquanto os do uso correto Destaques+ FG Only.
Metal material
Metallic objects actually influence the color of their
reflection, whereas other materials do not. Forexample, a gold bar will have gold colored
reflections, but a red glass orb does not have red
material metlico
Objetos metlicos realmente influenciar a cor de suareflexo, ao passo que outros materiais no. Porexemplo, uma barra de ouro ter reflexos coloridos douro, mas uma esfera de vidro vermelho notem reflexos vermelhos. Isso suportado atravs da
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reflections. This is supported through the MetalMaterial option:
When off, the Reflection Color parameterdefines the color, and the Reflectivity
parameter together with the BRDF settings
defines the intensity and colors ofreflections.
When on, the Diffuse Color parameter defines thecolor of reflections, and Reflectivity parameter sets
the weight between diffuse reflections and glossy(metallic) reflections.
opo de materiais metlicos:
Quandodesligado, o parmetro de reflexo decores define a cor, e o parmetroRefletividade juntamente com asconfiguraes BRDF define a intensidade e coresde reflexes.Quando ligado, o parmetro Diffuse Color define a dos reflexos, e parmetro Refletividade defineo "peso" entre as reflexes difusa e brilhante
(metlico) reflexes.
Left: Non-metallic reflections (Metal Material isoff). Reflections clearly contain the color of theobjects they reflect and are not influenced by the
color of the materials.
Center: Metallic reflections (Metal Material is on).
Now the color of reflections are influenced by thecolor of the object.
Right: A variant of this with Reflectivity=0.5,
creating a 50:50 mix between colored reflections
and diffuse reflections
Refraction group
Transparency
Defines the level of refraction. Range=0.0 to 1.0.
Default=0.0.
Due to the material's energy-conserving nature, the
value set in the Transparency parameter is the
Esquerda: no-metlicos reflexes (Material Metal off). Reflexes claramente conter a cor dos objetosque refletem e no influenciado pela cor dos materiaiCenter: reflexes Metallic (Material Metal on). Agoraa cor de reflexes so influenciados pela cor do objetDireita: Uma variante deste, com refletividade = 0,5,criando um mix entre 50:50reflexes coloridase reflexes difusas
grupo de refrao
transparncia
Define o nvel de refrao. Intervalo = 0,0 a1,0. Padro = 0,0.Devido natureza do material de conservao deenergia, o valor definido no parmetro transparncia valor mximo, o valor real depende da refletividade, becomo a curva BRDF.
cor
Define a cor de refrao. Enquanto esta cor pode serusada para criar "vidro colorido," um mtodo um
pouco mais preciso de fazer isso descrito na seo
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maximum value; the actual value depends on thereflectivity as well as the BRDF curve.
Color
Defines the color of refraction. While this color can
be used to create colored glass, a slightly moreaccurate method to do this is described in the
Colored Glass sectionof the Tips & Tricks topic.
Glossiness
Defines the sharpness of therefraction/transparency, ranging from 1.0
(completely clear transparency) to 0.0 (extremely
diffuse or blurry transparency). Default=1.0.
vidro coloridas da Dicas & Truques tpico.
brilho
Define a nitidez da refrao / transparncia, variando 1,0 (transparncia completamente claro) para0.0 (transparncia extremamente difuso ouborrada).Padro = 1,0.
Left: Refraction Glossiness=1.0; Center: 0.5; Right: 0.25
Esquerda: Glossiness refrao = 1,0; Center: 0,5; direito: 0,25
Glossy refraction needs to trace multiple rays toyield a smooth result, which can affectperformance. For this reason, the material includes
the following special feature designed to enhance
performance:
Fast (interpolate)
When on, a smoothing algorithm allows rays to be
reused and smoothed. The result is faster and
Refrao brilhante necessidades para traar osraios mltiplos para produzir um bom resultado, quepode afetar o desempenho. Por esta razo, omaterial inclui o seguinte recurso especial destinadaa melhorar o desempenho:
Fast (interpolar)
Quando ligado, um algoritmo de suavizao permiteque os raios para ser reutilizado e suavizados. Oresultado mais rpido e suave refrao brilhante emdetrimento da preciso. Interpolao explicado em
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smoother glossy refraction at the expense ofaccuracy. Interpolation is explained in greater detail
in the section on theFast Glossy Interpolation
rollout.
NoteThis method works best on flat surfaces.
Glossy Samples
Defines the maximum number of samples (rays)
that mental ray shoots to create glossy refraction.
Higher values cause slow rendering but create asmoother result. Lower values render faster but
create a grainier result, like frosted glass. Generally
32 is enough for most cases.
Available only when Glossiness does not equal 1.0.Because a Glossiness value of 1.0 creates a
perfectly clear (non-blurry) transparency, it is
meaningless to shoot multiple rays for this case,
hence only one refraction ray is shot.
NoteIf you set Glossy Samples to 0, the refraction
takes the form of a perfect lens and only one ray is
shot, regardless of the actual value of Glossiness.You can use this to boost performance for draft
renderings.
IOR
The Index of Refraction, which is a measurement ofhow much a ray of light bends when entering amaterial.
The direction in which light bends depends on
whether it is entering or exiting the object. The Arch
& Design material use the direction of the surfacenormal as the primary cue for figuring out whether
it is entering or exiting. It is therefore important to
model transparent, refractive objects with the
surface normals pointing in the proper direction.
The IOR can also be used to define the BRDF curve,
which is what happens in the class of transparent
materials known as dielectric materials, and is
illustrated here:
interpolao Rpido Brilhante.
Nota Este mtodo funciona melhor em superfciesplanas.
Amostras brilhante
Define o nmero mximo de amostras (raios) quedispara mental ray para criar refrao brilhante. Valomais elevados causam renderizao lenta,mas criar um resultado mais suave. Valores mais
baixos tornar mais rpido, mas criar umgranulada resultado, como vidro fosco. Geralmente 3 o suficiente para a maioria dos casos.Disponvel somentequando no Glossiness 1,0 iguais. Porque um valor d1,0Glossiness cria um perfeitamenteclara transparncia (no-embaada), no tem sentidodisparar raios mltiplos para estecaso, portanto, apenas um raio de refrao baleado
Observao Se voc definir amostras Glossy a 0, arefrao tem a forma de uma "lente perfeita" e
apenas um raio disparado, independentementedo valor real do Glossiness. Voc pode usar issopara melhorar o desempenho para renderings projecIOR
O ndice de refrao, que uma medida de quanto uraio de luz se curva ao entrar em um material.
A direo na qual a luz se dobra depende se entradou sada do objeto. O Arch &Design de materialde uso a direo da superfcie normal, como apista principal para descobrir se entrar ousair. Portanto, importante para o modelo
transparente, objetos de refrao com as normais dasuperfcie apontando na direo correta.O IOR tambm pode ser usado para definir acurva BRDF, que o que acontece na classede materiais transparentes conhecido como "dieltricmateriais, e ilustrado aqui:
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Left: IOR=1.0; Center: 1.2; Right: 1.5
Esquerda: IOR = 1,0; Center: 1,2; Direita: 1,5
The leftmost cup looks completely unrealistic and isalmost invisible. Because an IOR of 1.0, which
equals that of air, is impossible in solid matter, we
get no change in reflectivity across the material and
hence perceive no edges or changes of any kind. Onthe other hand, the center and rightmost cups have
realistic changes in reflectivity guided by the IOR.
Instead of basing the reflectivity on the IOR, you
can instead use the BRDF mode to set it manually:
A taa mais esquerda parececompletamente irrealista e quase invisvel. Porqueuma IOR de 1,0, o que equivale a do ar, impossveem matria slida, que no temos nenhum mudana refletividade em todo o material e, portanto, percebesem bordas ou alteraes de qualquer tipo. Por outrolado, o centro e a direita tm copos mudanas narefletividade realista guiada pelo IOR.Em vez de basear a refletividade no IOR, voc podeusar o modo BRDF para configur-lo manualmente:
Different types of transparency (Diferentes tipos de transparncia)
As in the previous illustration, the leftmost cup
acquires its curve from the index of refraction. The
Como na ilustrao anterior, a taa mais esquerda adquire sua curva do ndice de refrao. A
taa centro tem uma curva definida manualmente, qu
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center cup has a manually defined curve, which hasbeen set to a 90 degree reflectivity of 1.0 and a 0
degree reflectivity of 0.2; this looks a bit more like
metallized glass. The rightmost cup uses the same
BRDF curve, but instead is set tothin-walledtransparency.Clearly, this method is better for
making non-refractive objects than simply setting
IOR to 1.0, as we tried above.
Translucency group
Translucency is handled as a special case of
transparency; in order to use translucency there must
first exist some level of transparency. Theimplementation of translucency in the Arch & Design
material is a simplification concerned solely with the
transport of light from the back of an object to its front
faces and is not true SSS (subsurface scattering) effect.You can create an SSS-like effect by using glossytransparency coupled with translucency, but this is
neither as fast nor as powerful as the dedicatedSSSshaders.
Translucency
When on, the remaining Translucency become
available and take effect when rendering.
Weight
Determines how much of the existing transparency
is used as translucency. For example, if
Weight=0.0, all of the transparency is used astransparency. If Weight=0.3, 30 percent of the
transparency is used as translucency.
tem sido definido como um reflexo de 90 graus de 1,0um grau de refletividade 0 de 0,2; isso parece umpouco mais parecido com vidro metalizado. A taa ma direita usa a curva BRDF mesmo, mas est definidopara thin-walled transparncia. Claramente, estemtodo melhor para a tomada de refrao no-objedo que simplesmente definindo IOR para 1,0, enquantentvamos acima.
translucidez grupo
Translucidez tratado como um caso especial detransparncia; para usar translucidez, deve primeiroexistir algum nvel de transparncia. Aimplementao de translucidez do material Arch &Design uma simplificao preocupado somente como transporte de luz na parte de trs de um objeto sua frente faces e no verdade SSS efeito(espalhamento de subsuperfcie). Voc pode criar umefeito deSSS-like usando transparncia brilhante juntamentecom translucidez, mas isso no nem torpido nem to poderoso como
os shaders dedicados SSS.
translucidez
Quando ligado, o Translucency restantestornam-se disponveis e em vigor quando deprocessamento.
peso
Determina o quanto a transparncia existente usadocomo translucidez. Por exemplo, se Peso = 0.0, todos
transparncia usado como transparncia. Se o peso0,3, 30 por cento da transparncia usadocomo translucidez.
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All: Transparency=0.75. Left: Weight=0.0; Center: Weight=0.5; Right: Weight=1.0
Todos: Transparncia = 0,75. Esquerda: Peso = 0,0; Center: Peso = 0,5; direito: Peso = 1,0
Translucency is intended for use primarily inthin-walled mode,as in the example above) to
model things like curtains, rice paper, and similar
effects. In thin-walled mode it simply allows the
shading of the reverse side of the object to bleedthrough. The shader also operates insolid mode,
but, as explained above, the SSS shaders are better
suited for such purposes.
Translucidez destinado para uso principalmenteem paredes finas modo, como no exemplo acima)para as coisas do modelo, como cortinas, papel dearroz, e efeitos semelhantes. Em paredesfinas modo ele simplesmente permite osombreamento do lado reverso do objeto asangrar completamente. O shader tambm opera nomodo slido, mas, como explicado acima,os shaders SSS so mais adequadas para tais fins.
Solid translucency with: Left: Weight=0.0; Center: Weight=0.5; Right: Weight=1.0
Translucidez slida com: Esquerda: Peso = 0,0; Center: Peso = 0,5; direito: Peso = 1,0
Color cor
A cor translucidez.
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The translucency color.
Anisotropy group
Anisotropy
Controls the anisotropy, or shape, of the highlight.
At 1.0, the highlight is round; that is, no anisotropy.At 0.01, the highlight is elongated. One axis of the
highlight graph changes to show changes in this
parameter. Default=1.0.
grupo de anisotropia
anisotropia
Controla a anisotropia, ou forma, dodestaque. No 1.0, o destaque redondo, ouseja,sem anisotropia. De 0,01, o destaque alongado. Um eixo do grfico destacar muda paramostrar as mudanas neste parmetro. Padro = 1,0
Left: Anisotropy=1.0; Center: Anisotropy=4.0; Right: Anisotropy=8.0
Esquerda: Anisotropy = 1,0; Center: Anisotropy = 4,0; Direita: Anisotropy = 8,0
Rotation
Changes the orientation of the highlight. The sampleslot shows changes in orientation. This value can
range from 0.0 to 1.0, with 1.0=360 degrees. So, for
example, 0.25=90 degrees and 0.5=180 degrees.Default=0.0.
rotao
Muda a orientao do destaque. O slotde amostra mostra as mudanas de orientao. Estevalor pode variar de 0.0 a 1.0, com 1,0 =360 graus. Assim, por exemplo, 0,25 = 90 graus e 0,
= 180 graus. Padro = 0,0.
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Left: Anisotropy Rotation=0.0; Center: Anisotropy Rotation=0.25; Right: Anisotropy Rotation=[texture map]
TipWhen using texture-mapped Anisotropy Rotation,make sure the texture is not antialiased (filtered). You
can achieve this by setting the map's Blur parameter to
0.0. Otherwise the antialiased pixels cause local
vortices in the anisotropy that appear as seam artifacts.
Automatic/Map Channel
Lets you optionally apply anisotropy to a specific map
channel.
If the Map Channel setting is Automatic, the base
rotation follows the object's local coordinate system.
If it is any other value (in other words, a specific mapchannel), the space that defines the stretch directions
of the highlights is derived from that channel's texturespace.
WarningDeriving the anisotropy from the texture
space creates only one space per triangle and can
cause visible seams between triangles.
Also seeBrushed Metal.
TipWhen usando textura mapeada Rotao Anisotropycertifique-se a textura no antialiased (filtrado). Voc
pode conseguir isto atravs da definio de parmetrodo mapa Blur para 0,0. Caso contrrio,o pixels antialiased causar vrtices locais naanisotropia que aparecem como artefatos costura.
Automtico / Mapa Canal
Opcionalmente, permite quevoc aplicar anisotropia para um canal mapa especficSe a configurao automtica Canal Mapa, arotao de base segue o sistema de coordenadasdo objeto local. Se for qualquer outro valor (em outraspalavras, um canal de mapa especfico), o espao
que define as orientaes estiramento dos destaques derivada a partir do espao que o canal de textura.
WarningDeriving a anisotropia do espao de textura crapenas um espao por tringulo e podecausar costuras visveis entre tringulos.Veja tambm de metal escovado.
BRDF rollout
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BRDF stands for bidirectional reflectance distributionfunction. As explained in theintroduction,this property
lets the material's reflectivity be ultimately guided by the
angle from which the object surface is viewed.
BRDF fica para a funo de reflectncia bidirecional dedistribuio. Como foi explicado na introduo, estapropriedade permite refletividade do material, em ltimanlise guiada pelo ngulo do qual a superfcie doobjeto visto.
0 degree (green) and 90 degree (red) view angles
0 grau (verde) e de 90 graus (vermelho) ngulos de viso
[BRDF method]
Lets you choose how the BRDF curve is defined:
By IOR (fresnel reflections)How thereflectivity depends on the angle is guided
solely by the material's index of refraction.
This is known as Fresnel reflections andfollows the behavior of most dielectric
materials such as water and glass.
Custom Reflectivity FunctionWhen chosen,the following settings determine reflectivity
based on angle of view.
0 deg. refl.Defines the reflectivity forsurfaces directly facing the viewer (orincident ray).
90 deg. refl.Defines the reflectivity ofsurfaces perpendicular to the viewer.
Curve shapeDefines the falloff of the
BRDF curve.
[Mtodo BRDF]
Permite que voc escolha como a curva BRDF definido:
PorIOR (fresnel reflexes) Como arefletividade depende do ngulo guiadaunicamente pelo ndice do material de refrao. Isto conhecido como reflexo Fresnel e segue ocomportamento da maioria dos materiais dieltricos, tacomo gua e vidro.Refletividade personalizado FunctionWhen escolhidaas configuraes a seguir determinam refletividade combase no ngulo de viso.0 graus. refl.Defines a refletividade para superfcies dfrente para o espectador(ou raio incidente). 90graus. refl.Defines a refletividade dasuperfcie perpendicular ao espectador.Curve shapeDefines a queda da curva de BRDF.Este modo usado para a maioria dos materiaishbridos ou para metais. A maioria dosmateriais apresentam fortes reflexos emngulos pastagens, da a 90 graus derefletividade parmetro geralmente podem ser mantidoa 1.0, usando o parmetro refletividade para orientar a
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This mode is used for most hybrid materials or formetals. Most materials exhibit strong reflections at
grazing angles; hence the 90 degree reflectivity
parameter can generally be kept at 1.0, using the
Reflectivity parameter to guide the overall reflectivityinstead. Metals tend to be fairly uniformly reflective
and the 0 degree reflectivity value is high (0.81.0),
but many other layered materials, such as linoleumand lacquered wood have lower 0 degree reflectivity
values, in the range 0.10.3). For further information,seeQuick Guide to Some Common Materials.
Reflectivity vs. Angle graph
Depicts the combined Custom Reflectivity Function
settings.
Self Illumination (Glow) rollout
These parameters let you specify luminous surfaces
within the Arch & Design material, such as a translucentlamp shade. Such a surface does not actually cast light,
but it can optionally act as a source of indirect light when
Final Gatheris in effect, and thus can have an impact onscene lighting in the rendered image.
The optimal settings for self-illuminated surfaces depend
on the lighting conditions and desired effects. This table
provides recommended initial settings for lights and theglow options under different circumstances:
refletividade global vez. Metais tendem a ser bastantereflexivo e uniformemente o valor 0 refletividade grau elevada (0,8-1,0), mas muitos outros materiais emcamadas, tais como linleo e madeira lacada tmmenor grau de refletividade valores 0, na faixade 0,1-0,3). Para mais informaes, consulte oGuia Rpido para alguns materiais comuns.
Refletividade grfico vs Angle
Retrata o combinado definies de FunesPersonalizadas Refletividade.
Iluminao auto lanamento (Brilho)Esses parmetros permitem que vocespecifique superfcies luminosas dentrodoArch & Design de materiais, comoum abajur translcido. Tal superfcie na verdadeno esclarecem, mas pode, opcionalmente, agemcomo uma fonte de luz indireta, quando o FinalGather est em vigor, e, portanto, pode ter um impactosobre ailuminao da cena na imagem renderizada.
As configuraes ideais para aauto-iluminado superfcies dependem das condies diluminao e efeitos desejados. Estatabela fornece configuraes recomendadas inicialpara as luzes e as opes de brilho em diferentescircunstncias:
Light Object Self-Illuminated Surface
Affect Specular Affect Diffuse Visible in Reflections Illuminates with FG
Area Lights Off On On Off
Point Lights On On Off Off
Glowing Object not applicable not applicable On On
Luz de superfcie auto-iluminado Objeto
Afetam Specular Affect Diffuse visvel no Reflexes Acende com FG
Luzes rea Off On On Off
Luzes ponto On Off On Off
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Objeto brilhando no aplicvel no aplicvel On On
TipThe easiest way to toggle the Affect Specular and
Affect Diffuse switches for a light source is to select it inthe viewport, right-click it, and then use the Tools 1
quadrant settings. This applies to only one light source at
a time.
TipThe maneira mais fcil de alternaro Affect Specular e Affect Diffuse muda para uma fontede luz para selecion-la no visor, boto direito domouse, e use o 1Ferramentas configuraes quadrante. Isso se aplicaa apenas uma fonte de luz de cada vez.
Self Illumination (Glow)
When on, the material is set to be self-illuminating,and the remaining rollout settings become available.
Default=off.
Color group
To set the illumination color, choose either option andadjust its parameter:
LightPick a common lamp specification toapproximate the spectral character of the desired
illumination.
KelvinSet the color of the self-illuminated surfaceby adjusting the color temperature spinner. Thecolor temperature is displayed in degrees Kelvin.
Filter
Use a color filter to simulate the effect of a color filter
placed over the self-illuminated surface. For example,a red filter over a white luminance source casts red
light. Set the filter color by clicking the color swatch
Iluminao auto (Brilho)
Quando ligado, o material est previsto paraser auto-iluminao, e as configuraesde lanamento restantes se tornamdisponveis. Padro = off.
cor grupoPara definir a cor de iluminao, escolha uma dasopes e ajustar seu parmetro:
LightPick uma especificao da lmpada comum ocarter espectral aproximada da iluminao desejada.KelvinSet a cor da superfcie auto-iluminado,ajustando o controle giratrio de temperatura de cor. Atemperatura de cor mostrada em graus Kelvin.
filtro
Use um filtro de cor para simular o efeito de um filtro dcor colocado sobre a superfcie auto-iluminado. Porexemplo, um filtro vermelho sobre uma fonte deiluminao branca lana luz vermelha. Definir a cor dofiltro, clicando na amostra de cores para exibir oSeletor de Cores. Padro = branco (RGB= 255255255; HSV =0,0,255).
luminnciaPara definir o brilho da superfcie iluminada,escolha uma das opes e, em seguida, ajustar a
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to display theColor Selector.Default=white(RGB=255,255,255; HSV=0,0,255).
Luminance
To set the brightness of the illuminated surface, choose
either option and then adjust the numeric setting.
Physical UnitsSets the brightness in candelas persquare meter. This is a physical value that takesthe physical scale into account.
UnitlessUses an arbitrary numeric value torepresent the brightness.
[numeric value spinner]
When Physical Units is chosen, sets the brightness in
cd/m
2
. When Unitless is chosen, sets the brightness asan arbitrary value.
The following table shows some representative
real-world luminance values.
configurao numrica.
UnitsSets Fsica o brilho em candelas por metroquadrado. Este um valor fsico que leva a escalafsica em conta.UnitlessUses um valor arbitrrio numricos pararepresentar o brilho.
[giratrio valor numrico]
Quando as unidades fsicas escolhido, define o brilhoem cd/m2. Quando escolhido sem unidade, define obrilho como um valor arbitrrio.
A tabela a seguir mostra alguns valoresrepresentativos do mundo real luminncia.
ObjectBrightness in
cd/m2
Cathode-ray tube (CRT) television screen 250
Liquid-crystal diode (LCD) television screen 140
Bright light-emitting diode (LED) panel on an electronic device such as a DVDplayer
100
Frosted lens in front of a desk lamp 10,000 (average)
Frosted lens in front of a residential recessed halogen lamp 10,000 (average)
Exterior of a ceramic lamp shade on a decorative fixture 1300
Interior of a ceramic lamp shade on a decorative fixture 2500
Frosted incandescent bulb inside a decorative fixture 210,000
Cloudy sky in the afternoon 8,000
White ceiling in a brightly daylit room on a cloudy day, oriented north 140
Reflection from a cloudy sky on a varnished wooden floor 875
Dark asphalt on a cloudy afternoon, outdoors 115
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Self-illuminated spheres not illuminating the scene
Auto-iluminado esferas no iluminando a cena
Self-illuminated spheres illuminating the scene
Auto-iluminado esferas iluminando a cena
Special Effects rollout (Rollout Efeitos Especiais)
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Provides settings forambient occlusion(AO) and roundcorners/edges.
Ambient Occlusion group
Ambient occlusion helps emulate the look of global
illumination by creating darker areas where light doesntreach without actually generating shadows. With the Arch
& Design material, you can specify ambient occlusion on
a per-material basis.
The following illustration depicts a model helicopter thatis lit almost exclusively by indirect light. Note how the
helicopter does not feel grounded in the left-hand imageand the shadows under the landing skids are too vague.
The right-hand image uses AO to punch out the detailsand the contact shadows.
Fornece definies para ocluso de ambiente (AOe cantos arredondados / bordas.
Ambient Occlusion grupoOcluso de ambiente ajuda a imitar a aparnciade iluminao global atravs da criao de reasescuras onde a luz no chega semrealmente gerar sombras. Com o material Arch &Design, voc pode especificar ocluso deambiente em uma base per-material.
A ilustrao a seguir mostra um helicptero modeque est aceso quase que exclusivamente por luzindireta. Note como o helicptero no se sente "
terra" na imagem da esquerda e as sombras sob opatins de aterragem so demasiado vagos. Aimagem da direita usa AO para "punch out" osdetalhes e as sombras de contato.
Left: Without AO; Right: With AO
Esquerda: Sem AO; Direita: Com AO
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material would return a brighter color than a darkmaterial.
NoteWhen this parameter is on, the function of the
Shadow Color setting (see following) changes to let
you specify the extent of color bleeding from nearbymaterials.
In the following pair of illustrations, the first image
shows the problem with the traditional AO: Itapplies to all indirect illumination and always makesit darker. It is most noticable on the glowing sphere,
which has a dark spot under it, but can also be
perceived on the floor in front of the cube which issuspiciously dark, even though the cube is strongly
lit on the front, as well as between the legs of the
horse and the underside of the red sphere.
In contrast, the second image has Use Color From
Other Materials on for all materials, so the floor is litcorrectly by the glowing ball, there is a hint of white
bounce light on the floor from the cube, and light
appears between the legs of the horse and on theunderside of the red ball.
cor). Por exemplo, um material brilhante quevoltaria uma cor mais brilhante do que um materescuro.
ObservaoAo este parmetro , a funo daconfigurao de cores de sombra (veja aseguir) as mudanas para que voc especifique grau de sangramento de cor a partir demateriais nas proximidades.
No seguinte par de ilustraes, a primeiraimagem mostra o problema com o AOtradicional: Aplica-se a toda a iluminao indiretasempre faz com que seja mais escura. Ele maperceptvel na esfera brilhante, que temuma mancha escura por baixo, mas tambmpode ser percebido no cho na frente do cubo, q suspeito escuro, mesmo que o cubo fortemente iluminada na frente, bem comoentre as pernas do cavalo e a parte inferior daesfera vermelha.
Em contraste, a segunda imagem tem Use Cor doutros materiais em para todos os materiais, demodo que o piso iluminado corretamente a bolbrilhante, h uma dica de luz saltam branco nocho do cubo, e a luz aparece entre as pernas decavalo e na parte de baixo da bola vermelha.
Use Color From Other Materials is off
Use cores de outros materiais off
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Use Color From Other Materials is on
Cor uso de outros materiais de
If you find that using AO creates a dirty look withexcessive darkening in corners, or dark rims around
self-illuminated objects, turn on Use Color From
Other Materials for a more accurate result.
Shadow Color
When Use Color From Other Materials (see
preceding) is off, sets the darkness of the AO
shadows. It is used as the multiplier value for
completely occluded surfaces. In practice, a black
color makes the AO effect very dark; a middle-graycolor makes the effect less noticeable (brighter), and
so on.
When Use Color From Other Materials is on, thissetting determines the ratio between the standard AO
functionality with Shadow Color set to black and the
color bleeding from other materials. For example, atthe default setting, RGB=0.2, 20 percent of the AO
shadow color is derived from black and 80 percent is
derived from the color of the nearby material. If you
set Shadow Color to RGB=0.0 (black), then 100
percent of the shadow color comes from nearbymaterials. If you set Shadow Color to RGB=1.0
(white), then 100 percent of the shadow color comesfrom black; this is the same as turning off Use Color
From Other Materials and setting Shadow Color to
black.
Custom/Global Ambient Light Color
You can specify a color for the ambient light used in
Se voc achar que o uso de AO cria um visual "sujo"com excesso de escurecimento nos cantos, bordas o
escuras em torno de objetos com iluminao prprialigue Cor Use de outros materiais para um resultadomais preciso.
Cor da sombra
Quando Use Cor de outros materiais (ver anterior) edesligado, define a escurido das sombras AO. usado como o valor do multiplicador para superfciescompletamente ocludo. Na prtica, a cor preta faz oefeito AO muito escuro, uma cor meio cinza faz comque o efeito menos perceptvel (brilhante), e assim p
diante.Quando Use Cor de outros materiais , essaconfigurao determina a relao entre afuncionalidade AO padro com cor de sombra preta definida para o sangramento de cor de outrosmateriais. Por exemplo, na configurao padro, RG= 0,2, 20 por cento da cor da sombra AO derivada cento de preto e 80 derivado da cor do material naproximidades. Se voc definir cor de sombra para RG= 0,0 (preto), ento 100 por cento da cor da sombravem de materiais nas proximidades. Se voc definir de sombra para RGB = 1,0 (branco), ento 100 por
cento da cor da sombra vem do preto, que o mesmque desligar Cor Use de outros materiais e definio cor Sombra de preto.
Cor Luz personalizado / Global Ambient
Voc pode especificar uma cor para a luz ambienteusado em AO, ou usar a cor mundial especificada nopainel de Meio Ambiente> rollout Parameters comumEste parmetro usado para fazer AO mais tradicionou seja, fornecendo um imaginado "luz semprepresente ambiente", que depois atenuado pelo efe
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AO, or use the global color specified on theEnvironment panel> Common Parameters rollout.
This parameter is used for doing more traditional
AO; that is, supplying an imagined ever-present
ambient light that is then attenuated by the AOeffect to create shadows.
While traditional AO is generally used when
rendering without other indirect light, you can also
combine it with existing indirect light. Bear in mindthat this ever-present ambient light is inherently
non-physical, but can possibly help lighten some
troublesome dark corners.
Round Corners group
This effect rounds off corners and straight edges as a
rendering effect only; it has no effect on geometry.
The rounding effect happens to convex corners and
surfaces that actually intersect. Concave corners that
merely touch will not display the effect. To get the effectto work in concave corners the objects must be pushed
into each other a little. The effect is intended for straight
edges and is not guaranteed to work properly for highlycurved, complex intersections.
Round Corners
When on, rounds off corners and straight edges at
render time.
Fillet Radius
Specifies the radius of the filleted corners and/or
edges.
Blend With Other Materials
By default, the rounding effect happens onlybetween surfaces of the same material, but if you
turn this on the filleting is performed against any
material.
In the following image, the molten chocolate isrounded off against the submerged objects even
though they use different materials. In actuality, the
molten chocolate is a completely flat plane.
AO para criar sombras.Enquanto AO tradicional geralmente usado narenderizao sem luz indirecta outros, voc tambmpode combin-lo com luz indireta existentes. Tenha mente que esta "luz sempre presente ambiente" inerentemente no-fsico, mas pode eventualmenteajudar a aliviar alguns cantos escuros problemtico.
Grupo de cantos arredondadosEste efeito arredonda cantos e bordas retas como u
efeito de acabamento s, no tem efeito sobre ageometria.O efeito de arredondamento acontece com cantos esuperfcies convexas que realmente se cruzam. Cancncavos que simplesmente tocar no vai exibir oefeito. Para obter o efeito de trabalhar em cantoscncavos os objetos devem ser empurrados para ooutro um pouco. O efeito destinado bordas retas eno garantido que funcione corretamente paraaltamente curvas, cruzamentos complexos.
Round Corners
Quando ligado, arredonda cantos e bordas retas emtempo de render.
Radius fil
Especifica o raio dos cantos em filetes e / ou bordas
Mistura com outros materiais
Por padro, o efeito de arredondamento aconteceapenas entre as superfcies do mesmo material, mas
voc transformar isso na filetagem realizado contraqualquer material.Na imagem seguinte, o chocolate derretido arredondado contra os objectos submersos mesmo qusar materiais diferentes. Na realidade, o chocolatederretido um avio totalmente plana.
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Objects in molten chocolate
Objetos no chocolate derretido
Advanced Rendering Options rolloutThese parameters define performance-boosting options. Avanados Rendering lanamento OpesEsses parmetros definem o desempenho de aumentode opes.
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Left: Full reflections (Max Distance=off); Center: 100mm; Right: 25mm
Esquerda: reflexes Full (Max Distance = off); Center: 100mm; direito: 25mm
Max Trace Depth
When this trace depth is reached, the materialbehaves as if the Highlights+FG Only switch is on;
that is, it shows only highlights and emulated
reflections created with the help of Final Gathering.
Cutoff Threshold
The level at which reflections are rejected; that is,not traced. Its a relative value: For example, the
default setting of 0.01 means that rays thatcontribute less than 1 percent to the final pixel are
ignored. A setting of 0.25 means that mental ray
discards rays that contribute less than a quarter ofthe value of the final pixel.
Refraction group
The optimization settings for refraction (transparency)
are nearly identical to those for reflections. Theexception is that of Color At Max Distance, whichbehaves differently.
Max Distance
Allows limiting refraction to a certain distance.
Color at Max Distance
Max Depth RastreamentoQuando esta profundidade de rastreio alcanado, omaterial se comporta como seo interruptor Destaques + FG S est, ou seja, elemostra apenas os destaques e"emulado" reflexes criado com a ajudade Gathering Final.
Limiar de corte
O nvel em que as reflexes so rejeitados, ou
seja, no rastreados. um valor relativo: por exemploconfigurao padro de 0,01 significa que os raios qucontribuem menos de 1 por cento para o pixel finalso ignoradas. Uma configurao de 0,25 significaque descarta mental ray raios que contribuem commenos de um quarto do valor do pixel final.
grupo de refraoAs configuraes de otimizaopara refrao (transparncia) so quase idnticas sde reflexes. A exceo a de cor Ao Max Distance,que se comporta de forma diferente.
Distncia Max
Refrao permite limitar a uma certa distncia.
Cores a Distncia Max
Quando ligado, o material deabsoro simula fisicamente correta. Na distnciaespecificada por Distncia Max, a imagem refratada ta cor dada por cor No Distncia Max, mas os raiosno so limitados em alcance. Menos duas vezes adistncia, a influncia da cor No Distncia Max o
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When on, the material simulates physically correctabsorption. At the distance specified by Max
Distance, the refracted image has the color given by
Color At Max Distance, but the rays are not limitedin reach. At twice the distance, the influence of
Color At Max Distance is double, at half the
distance half, etc.
When off, transparency rays simply fade to black.This is like smoked glass and other highly
absorbent materials. Transparency just stops at the
specified distance. This has the same performanceadvantage as using the Max Distance for
reflections: Tracing shorter rays is much faster.
Available only when Max Distance is on.
dobro, a metade a distncia meia, etcQuandodesligado, raios transparncia simplesmente Fade toBlack. Isto como o vidro fumado e outrosmateriais altamenteabsorventes. Transparncia s pra na distnciaespecificada. Isto tem a vantagem dedesempenho mesmo que usar aDistncia Max parareflexes: Tracing raios mais curtos muito mais rpiDisponvel somente quando est em Max Distance.
Left: No limit (Max Distance=off); Center: Fade to black; Right: Fade to blue
Esquerda: Sem limite (Distncia Max = off); Center: Fade to Black; Direita: Fade toblue
Max Trace Depth
When this trace depth is reached, the materialrefracts black.
Cutoff Threshold
The level at which refraction is rejected; that is, not
traced. Its a relative value: For example, the default
setting of 0.01 means that rays that contribute lessthan 1 percent to the final pixel are ignored. A setting
of 0.25 means that mental ray discards rays that
Max Depth Rastreamento
Quando esta profundidade de rastreio alcanado,
material refrata preto.
Limiar de corte
O nvel em que a refrao rejeitada, isto , norastreados. um valor relativo: por exemplo, aconfigurao padro de 0,01 significa que os raios qcontribuem menos de 1 por cento para o pixel final signoradas. Uma configurao de 0,25 significa quedescarta mental ray raios que contribuem com menode um quarto do valor do pixel final.
Refletividade grupo Opes avanadas
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contribute less than a quarter of the value of the finalpixel.
Advanced Reflectivity Options group
Visible area lights cause no Highlights
When on, mental ray area lights (OmniandSpotlight)with the Show Icon In Renderer property
on create no specular highlights. Default=on.
The Show Icon In Renderer check box is found on
the light's Area Light Parameters rollout. When on,the light is visible and reflects in any glossy,
reflective objects. If both the reflection of the visible
area light and the highlight is rendered, the light is
added twice, causing an unrealistic brighteningeffect. When on, this switch causes visible area
lights to lose their highlights and instead only appear
as reflections. Note that this does not apply to the
Highlights+FG Onlymode, which doesnt actuallyreflect anything.
Skip reflections on inside (except total internal
reflection)
Most reflections inside transparent objects are veryfaint, except in the special case that occurs at certain
angles known as total internal reflection (TIR).When on, this option saves rendering time byignoring the weak reflections completely but
retaining the TIRs. Default=on.
Relative Intensity of Highlights
Defines the intensity of specular highlights vs. the
intensity of true reflections. When the value is 1.0,the two intensities are equal. A lower value subdues
the intensity of highlights compared to reflections,while a higher value intensifies the highlights.
Advanced Transparency Options group
The options give you control over some of the deepest
details of the Arch & Design material.
Glass/Translucency treat objects as...
Luzes rea visvel no causam Destaques
Quando ligado, as luzes mental ray rea (Omni eSpotlight) com o Mostrar cone na propriedadeRenderer em criar nenhum realcesespeculares. Padro = on.Mostrar cone na Renderer caixa de seleoencontra-se na luz da rea rollout ParametersLight. Quando ligado, a luz visvel e reflete em tod
brilhante, objetos de reflexo. Se tanto a reflexo da visvel e rea o destaque processada, a luz adicionada duas vezes, causando um efeito de brilhirreal. Quando ativada, essa opo faz com que asluzes rea visvel a perder seus destaques e, em vezaparecem como reflexos. Note que isto no se aplicaos Destaques + FG modo Somente, que na verdadno refletir nada.
Ir reflexes no interior (exceto reflexo interna total)
A maioria das reflexes dentro de objetos
transparentes so muito fracos, excepto no casoespecial que ocorre em certos ngulos conhecido coreflexo interna total (TIR). Quando ativada, essaopo economiza tempo de processamento, ignorancompletamente os reflexos fracos, mas mantendo aTIRs. Padro = on.
Intensidade relativa de Destaques
Define a intensidade da iluminao especular contraintensidade das reflexes de verdade. Quando o val de 1,0, as duas intensidades so iguais. Um valor
mais baixo subjuga a intensidade dos destaques emcomparao com reflexes, enquanto um valor maiointensifica os destaques.
Transparncia grupo Opes avanadasAs opes dar-lhe o controle sobre alguns dos maisprofundos detalhes do material Arch & Design.
Vidro / Translucidez tratar objetos como ...
objeto SolidThe se comporta como se fosse feito duma substncia slida e transparente. Thin-walledThe objeto se comporta como se feitas wafer-thin folhas de um material transparente.Para mais informaes, consulte slido contraThin-Walled.
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SolidThe object behaves as if it is made of asolid, transparent substance.
Thin-walledThe object behaves as if made ofwafer-thin sheets of a transparent material.
For more information, seeSolid versus Thin-Walled.
Left: Solid; Right: Thin-walled
Esquerda: Slidos; Direita: paredes finas
When Caustics are enabled, transparent objects:
When not rendering caustics, the Arch & Designmaterial uses a shadow shader to create transparent
shadows. For objects such as window panes this is
perfectly adequate, and actually creates a betterresult than using caustics, because the direct light is
allowed to pass more or less undisturbed through
the glass into a space such as a room.Traditionally, enabling caustics in mental ray
causes all materials to stop casting transparentshadows and instead start to generate refractive
caustics. In most architectural scenes this is
undesirable; you might want a glass decoration on atable to generate caustic effect, but still want the
windows to the room to let in normal direct light.
This switch makes this possible at the materiallevel.
Quando Caustics esto habilitados, objetostransparentes:
Quando no prestao custicos, o material Arch &Design utiliza um shader sombra para criar sombrastransparentes. Para objetos como vidros isto perfeitamente adequado e realmente cria um resultadmelhor do que usar custicos, porque a luz direta permitido passar mais ou menos intacta atravs dovidro em um espao como uma sala.
Tradicionalmente, permitindo custicos no mentalray faz com que todos os materiais paraparar sombras transparentes e, em vez comear agerar caustics de refrao.Na maioria dascenas arquitetnicas este indesejvel, voc podequerer uma decorao de vidro em uma tabela paragerar efeito corrosivo, mas ainda quero as janelasda sala para deixar entrar a luz direta normal. Essamudana torna isso possvel ao nvel material.
refratam a luz e gerarmaterial effectsThe custica refrata a luz e
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Refract light and generate CausticeffectsThe material refracts light and
generates caustics.
Use Transparent ShadowsNo caustics areproduced; the material and object simply
transmit the light, with greater shadowing inthicker areas.
In the following illustration, the left side shows the
result with Use Transparent Shadows chosen, andthe right side shows the result with Refract LightAnd Generate Caustic Effects chosen. You can
freely mix the two modes in the same rendering.
Photons are automatically treated accordingly by
the built-in photon shader, shooting straight throughas direct light in the former case, and being
refracted as caustics in the latter.
gera caustics. Usecusticos Transparent ShadowsNo soproduzidos, o material e objeto simplesmente transma luz, com maior sombreamento em reas maisespessas.Na ilustrao a seguir, o lado esquerdo mostra oresultado com Sombras Use transparente escolhido, o lado direito mostra o resultado com refratam a luz egerar efeitos custica escolhido. Voc pode misturarlivremente os dois modos na
prestao mesmo. Ftons soautomaticamente tratadas como tal pela built-in shadphoton, tiro direto como luz direta no primeiro caso, esendo refratada como custicos no ltimo.
Left: Using transparent shadows; Right: Using refractive caustics.
Esquerda: Usando sombras transparentes; Direita: Usando custicos de refrao.
Back Face Culling
When on, enables a special mode that makes
surfaces invisible to the camera when seen from the
reverse side. You can use this to create magic
walls in a room. If all walls are planes with thenormals facing inwards, the Back Face Culling
switch allows the room to be rendered fromoutside. The camera can see into the room, but the
walls will still exist and cast shadows, bounce
photons, etc. while being invisible when the cameragoes outside.
Voltar Rosto Culling
Quando ativada, permite um modo especial que tornas superfcies invisveis para a cmera quando visto lado contrrio. Voc pode usar isso para criar "paredmgicas" em um quarto. Se todas as paredesso avies com as normais voltadas para dentro, ointerruptor Culling Voltar Rosto permite o quarto aser prestados a partir de "fora". A cmera pode ver nsala, mas as paredes ainda existem e sombras, osftons de rejeio, etc enquanto ser invisvel quandocmera vai para fora.
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Left: Back Face Culling=off; Right: Back Face Culling=on
Esquerda: Face Voltar Culling = off; Direita: = face posterior abate na
Transparency propagates Alpha channel
Defines how transparent objects treats any alphachannel information in the background. When on,
refraction and other transparency effects propagate
the alpha of the background through the
transparent object. When off, transparent objectshave an opaque alpha.
Indirect Illumination Options
FG/GI multiplier
Allows tweaking of how strongly the materialresponds to indirect light.
FG Quality
A local multiplier for the number of final gather
rays shot by the material.
Fast Glossy Interpolation rollout
Glossy reflections and refraction can be interpolated,
which causes them to render faster and look smoother.
Interpolation works by precalculating glossy reflection
in a grid across the image. The number of samples(rays) taken at each point is govern by theReflection >
Glossy SamplesorRefraction > Glossy Samples
parameters, as in the non-interpolated case.
Note that interpolation can cause artifacts. Because it is
done on a low-resolution grid, it can lose details. And
Transparncia propaga canal Alpha
Define como os objetos transparentes trataqualquer informao do canal alpha em segundoplano. Quando efeitos de transparncia, refrao eoutras em propagar o alpha do fundo "a" oobjeto transparente. Quando desligado, objetostransparentes tm um alfa opaco.
Opes de Iluminao indireta
FG / GI multiplicador
Permite ajustes de quo fortemente o material reage luz indireta.
FG Qualidade
Um multiplicador local para o nmerode finais reunir raios tiro pelo material.
Rollout Interpolation rpido GlossyReflexos com brilho e refrao podem ser interpoladoo que faz com que eles para tornar mais rpido e maisuave. Interpolao funciona precalculating reflexobrilhante em uma grade em toda a imagem. O nmerde amostras (raios) tomadas em cadaponto governar pela reflexo> Exemplos brilhante
ou refrao>parmetros Glossy amostras, como nocaso no-interpolados.Note que a interpolao pode causar artefatos. Porqufeito em uma grade de baixa resoluo, pode perderdetalhes. E porque se mistura vizinhos desta rede debaixa resoluo, pode causar oversmoothing. Por estrazo, til principalmente com superfciesplanas. Interpolao no funciona bemcom ondulado, superfcies altamente detalhados ousuperfcies que usam mapas de bump.
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because it blends neighbors of this low-resolution grid,it can cause oversmoothing. For this reason it is useful
primarily with flat surfaces. Interpolation does not
work well with wavy, highly detailed surfaces or
surfaces that use bump maps.
Interpolation grid density
The resolution of the grid used for interpolatingglossy reflections and refraction. Choose a
setting from the drop-down list.
Within the grid, data is stored and shared across
the points. Using a lower grid resolution is faster,
but causes greater loss of detail information.
Reflective interpolation group
Neighboring points to look up
Defines how many stored grid points (in an N byN group around the currently rendered point) is
looked up to smooth out reflective glossiness.
Interpolao densidade da grade
A resoluo da grade usada para interpolao reflexoscom brilho e refrao.Escolha uma configurao dalista suspensa.Dentro da grade, os dados so armazenadose compartilhados entre os pontos.Usando uma resolumais baixa grade mais rpido, mas causa grande perdde informaes detalhadas.
Interpolao grupo reflexivo
Pontos vizinhos a olhar para cima
Define quantos pontos degrade armazenados (em um grupo N por N em torno doponto atualmente prestados) procurado parasuavizar brilho reflexivo. O padro 2, e valores maiselevados ir "manchar" o brilho mais, mas so,portanto, propenso a artefatos mais oversmoothing.Na ilustrao a seguir, o reflexo do copo deixado no ch
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The default is 2, and higher values will smearthe glossiness more, but are hence prone to more
oversmoothing artifacts.
In the following illustration, the reflection of the
left cup in the floor does not use interpolation,and some grain is evident (here intentionally
exaggerated). The floor tiles under the other two
cups use a half-resolution interpolation with
point lookup set to 2 (center) and 4 (right),respectively.
no usar interpolao, e alguns gros evidente (aqui intencionalmente exagerada). O piso soboutros dois copos de usar uma interpolao metade daresoluo, com pesquisa de set point a 2 (centro) e 4(direita), respectivamente.
Left: No interpolation; Center: Looking up two points; Right: Looking up four points.
Esquerda: sem interpolao; Center: Olhando para cima de dois pontos; Direita:Olhando para quatro pontos.
The preceding image also illustrates one of theconsequences of using interpolation: The foot of the
left cup, which is near the floor, is reflected quitesharply, and only the parts of the cup far from the
floor are blurry. However, the interpolated
reflections of the right cups have a base level ofblurriness, due to the smoothing of interpolation,
which makes even the closest parts somewhat
blurry. In most scenes with weak glossy reflections
this discrepancy will never be noticed, but in othercases this can make things like legs of tables and
chairs feel unconnected with a glossy floor, if the
reflectivity is high. To resolve this, you can use the
High Detail Distance setting (see following).
High detail distance
Allows tracing of a second set of detail rays to create
a clearer version of objects within the specified
A imagem acima ilustra tambm umadas consequncias da utilizao de interpolao: Op do clice esquerda, que perto do cho, refletido bastante acentuada, e apenas as partes docopo longe do cho so borradas. No entanto, asreflexes interpolados dos copos de direita tm umnvel bsico de manchas, devido suavizao dainterpolao, o que torna ainda maisprximo partes pouco embaada. Na maioria das
cenas com fracos reflexos com brilho essa discrepnnunca vai ser notado, mas em outros casos isso podfazer coisas como pernas de mesas e cadeiras senti"desconectados", com um piso brilhante, se arefletividade alta. Para resolver isso, voc pode uso ajuste de distncia de alta Detail (veja a seguir).
Distncia elevado detalhe
Permite o rastreamento de um segundo conjuntode raios detalhes para criar uma"clara" a verso deobjetos dentro do raio especificado.
Na ilustrao a seguir, todos os trs pisos usar
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radius.
In the following illustration, all three floor tiles useinterpolation but the two on the right use different
distances for the detail distance.
interpolao mas os dois sobre o usocorreto distncias diferentes para a distncia detalhe
Left: No detail distance; Center: 25mm detail distance; Right: 150mm detail distance
Esquerda: Nenhuma distncia detalhe; Center: distncia detalhes 25mm; direito: 150mm distncia detalhes
This also allows an interesting trick: Set Reflection> Glossy Samples to 0, which renders reflections asif they were mirror-perfect, but also use
interpolation to introduce blur into this reflection,
and perhaps use High Detail Distance to make
nearby parts less blurry. This is a fast way to obtaina glossy reflection.
The floor tiles in the following illustration are
rendered with mirror reflections, and the blurriness
comes solely from the interpolation. This renders asfast as or faster than pure mirror reflections, yet
gives a satisfying illusion of true glossy reflections,
especially when utilizing the High Detail Distance
option, as on the right.
Isso tambm permite que um truque interessante:Reflexo Set> Exemplos Glossy a 0, o quetorna reflexes como se fossem espelho perfeito, matambm usar interpolao para introduzir borro para
esta reflexo, e talvez use Distncia detalhe alto parafazer peas nas proximidades menos embaada. Es uma maneira rpida de obter um reflexo brilhante.Os ladrilhos do piso na ilustrao a seguir soprestados com reflexos de espelhos, eas manchas vem exclusivamente da interpolao. Isstorna to rpido quanto ou mais rpido do quereflexos de espelho puro, ainda d uma ilusode satisfao dos verdadeiros reflexosbrilhantes, especialmente quando se utiliza aopo Alta Distncia Detalhe, como direita.
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Left: No detail distance; Right: With detail distance
Esquerda: Nenhuma distncia detalhe; direita: Com detalhes distncia
Single Sample from Environment
Creating realistically blurry glossy reflectionsnormally requires taking multiple samples from the
environment, which can result in grainy,
slow-rendering environment reflections. With thischeck box on, mental ray instead takes only one
sample, thus preventing the grain. This also
prevents blurring the environment, so it is best used
together with a local, pre-blurred" environmentmap. You can do the pre-blurring in an
image-processing program or with the Material
Editor >Coordinates rollout> Blur and Blur Offsetsettings.
Refractive interpolation group
Neighboring points to look up
Defines how many stored grid points (in an N by N
group around the currently rendered point) arelooked up to smooth out refractive glossiness. The
default is 2; higher values tend to smear the
glossiness more, but are hence prone to moreoversmoothing artifacts.
nica amostra de Meio AmbienteCriando realista borrada reflexos combrilho normalmente requer a tomada de vrias amostras meio ambiente, que pode resultarem granulado, reflexesslow-rendering ambiente. Com ecaixa de seleo em, mental ray em vez leva apenas umamostra, evitando assim o gro. Isso tambm evita borrameio ambiente, por isso melhor usado em conjunto comum local, mapa do ambiente"pr-turva". Voc pode fazero pr-embaamento em um programa de processamentoimagem ou com o Material Editor> rollout Coordenadas>
Blur e Blur compensar configuraes.Grupo de interpolao de refrao
Pontos vizinhos a olhar para cima
Define quantos pontos degrade armazenados (em um grupo N por N em torno doponto atualmente prestados) so procurados parasuavizar brilho de refrao. O padro 2; valores maisaltos tendem a "mancha" o brilho mais, mas so,portanto,propenso a artefatos mais oversmoothing.
Special Purpose Maps rollout
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Lets you apply bump, displacement, and other maps. Eachleft-justified setting has a check box for enabling and
disabling the map, and a button for defining the map.
Bump
Lets you apply a bump map and multiplier.
Do not apply bumps to the diffuse shading
When off, the bumps apply to all shading components:
diffuse, highlights, reflections, refractions, etc. When
on, bumps are applied to all components except thediffuse. This means bumps are seen in reflections,
highlights, etc. but the diffuse shading shows no
bumps. It is as if the material's diffuse surface issmooth, but is covered by a bumpy lacquer coating.
Permite aplicar bump, deslocamento e outrosmapas. Cada configurao justificado esquerda temuma caixa de seleo para ativar e desativar o mapa, eum boto para definir o mapa.
coliso
Permite aplicar um mapa de relevo e multiplicador.
No se aplicam aos solavancos o sombreamento difus
Quando desligado, a solavancos aplicam a todosos componentes de sombreamento: difusa,destaques, reflexes, refraes, etc Quando ligado, ascolises so aplicados a todos os componentes, exceta difusa. Este solavancos meios so vistosem reflexes, destaques, etc, mas osombreamento difuso no mostra solavancos. como se a superfcie difusa do material bom, mas escoberta por um revestimento de laca acidentado.
Left: Do Not Apply Bum