Vray 3 rhino 教程11/26/2022 Finally, I’ll take a look at using QuadRemesh to help determine the starting topology of this conceptual model of a handwash dispenser, before moving on to look at some more SubD modelling workflows. I’ll start by taking a look at the functionality and command options of QuadRemesh, before moving on to look at a real world example of how reverse engineering laser scan data can be radically simplified. Today, I’d like to take a look at QuadRemesh and how this works in conjunction with the SubD (Subdivision Surface Modelling) objects I looked at in the last video. (Note: we’re using a work in progress version of the software, and so some features may be further developed by the time the product ships). This is Phil from Simply Rhino and in this video, I’d like to introduce another new feature in the work in process (WIP) version of Rhino 7. We’ve made a transcript of the video for anyone who would like to follow the video by script, you can read that here: Here we'll be doing final tweaks to our lighting and shaders for a better look, as well as running through a few ways to optimize the render settings, lights, and shaders.Watch the Introduction to QuadRemesh in Rhino v7 WIP Video:Īn Introduction to QuadRemesh and more on SubD workflows in Rhino v7 WIP – Video Transcript. Quickly touching on using imbedded matte channels through refractions.Ĭlass 10: Final vehicle project lighting and shaders setup. ** sure glass objects have proper geometry thickness, and ** sure normals are facing the correct direction. We'll look at rubbers, plastics, glass, chrome, and car paint.Ĭlass 9: General car/model geometry setup for rendering, things to avoid and how to fix them. For this lesson, we'll start creating some of the main shaders for our vehicle project. Ways to provide mattes and utility textures for compositing.Ĭlass 8: Shaders for vehicle project. We'll look at some of the other vray shaders and textures, such as the the vray dirt, light Mtl, and the fastSSS2 shader.Ĭlass 7: Looking at utilities in VRay, including object properties, subdivision, displacement, as well as multi-matte and extra tex render elements. Also a quick look at how to control reflections by using maps to break up reflection strength and glossiness.Ĭlass 5: A look at the VRayBlendMtl, and a few ways of blending shaders together to create more complex shaders, we'll look at creating a car paint shader, as well as blending to create a few other types of looks, and then finally a bit of optimizing on the shaders reflection tracing, and how far it can actually be taken.Ĭlass 6: Additional vray shaders. Spending most of the time on reflection/refraction (as this is a big part of the VRayMtl), and how VRay handles specular highlights and various aspects of reflections/refractions. Lastly, a look at the cutoff threshold of the lights, as a way to optimize the calculation of the lights.Ĭlass 4: Basic VRay Shader overview, looking at the VRayMtl. Sphere light, rectangle light, and dome light.Ĭlass 3: A closer look at lights in Vray, how to use HDR files and flat texture files into dome and rectangle lights, a quick look at IES lights and the sun & sky system in Vray. We'll look at the basic vray lights, their main settings, and where they function best. I'll give a bit of information on Vray, go through the basic Vray settings, and we'll get ourselves familiar with how Vray is setup.Ĭlass 2: Working with lights.
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