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brazil:jewelrytutorial [2015/09/14]
127.0.0.1 external edit
brazil:jewelrytutorial [2015/10/28] (current)
sandy
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-====Luma Server ​Settings====+====Luma Server ​settings====
  
-This scene contains two point lights that supply both direct and global illumination (GI). The skylight also supplies direct and global illumination. ​In order to utilize ​GI for the skylight, set the number of **Bounces** to 2 or more.+This scene contains two point lights that supply both direct and global illumination (GI). The skylight also supplies direct and global illumination. ​To use GI for the skylight, set the number of **Bounces** to 2 or more.
  
-====Render Cache Settings==== +====Render Cache settings==== 
-The **Creation shade rate**, **Resample filtering**,​ and **End** parameters dramatically reduce the render time required for the resolution specified in this example. ​For a full explanation of these settings, see the [[BrazilRenderCacheTutorial.|Render Cache tutorial]]+The **Creation shade rate**, **Resample filtering**,​ and **End** parameters dramatically reduce the render time required for the resolution specified in this example.
  
  
-====Photon Map Settings==== +====Photon Map settings==== 
-Brazil can use either **GI** (global illumination) or **Caustic** photons. This scene uses **Caustic** photons. Caustics are the phenomena of dispersed light bouncing off reflective surfaces or through translucent materials. Since gemstones ​are known to scatter light beautifully,​ using this effect makes the rendering more engaging.+Brazil can use either **GI** (global illumination) or **Caustic** photons. This scene uses **Caustic** photons. Caustics are the phenomena of dispersed light bouncing off reflective surfaces or through translucent materials. Since gemstones scatter light beautifully,​ using this effect makes the rendering more engaging.
  
 The most important **Photon Map** setting is the **Max Search Radius**. The larger this value is, the farther Brazil will search for scattered photons. The lower this value, the faster the caustic photon map will be calculated. A value of 1 renders this scene quickly while still producing the scattered flecks of light seen beside the diamond on the ground plane. The most important **Photon Map** setting is the **Max Search Radius**. The larger this value is, the farther Brazil will search for scattered photons. The lower this value, the faster the caustic photon map will be calculated. A value of 1 renders this scene quickly while still producing the scattered flecks of light seen beside the diamond on the ground plane.
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 =====Light Properties===== =====Light Properties=====
-In order to create the effect of caustics in this rendering, light sources in addition to **Skylight** must be used. Two point lights are added to this scene - one on the ground plane beside the diamond and the other over the ruby in the ring on the left. The screen shot shows the **Light Properties** for the point light next to the diamond. The properties for any light object are accessible through the Rhino **Properties** dialog box.+To create the effect of caustics in this rendering, light sources in addition to **Skylight** must be used. Two point lights are added to this scene - one on the ground plane beside the diamond and the other over the ruby in the ring on the left. The screen shot shows the **Light Properties** for the point light next to the diamond. The properties for any light object are accessible through the Rhino **Properties** dialog box.
  
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 ====Focus override==== ====Focus override====
-The **Focus override** alters the way the light emanating from the point light source is focused. ​The use of the **Rect area focus** type along with changing the **Hotspot** and **Falloff** values to **180** degrees decreases splotches in the render.+The **Focus override** alters the way the light emanating from the point light source is focused. ​Using the **Rect area focus** typealong with changing the **Hotspot** and **Falloff** values to **180** degreesdecreases splotches in the render.
  
  
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 When rendering highly reflective objects, the environment has a big effect on the result. The demonstration file has two environments embedded in it for comparison. Both environments were based on the **Brazil GI Environment**,​ which accepts high-dynamic-range textures. The **GI** (global illumination) environment uses these textures for global illumination and for reflection in the scene. Changing the environments will change the look of the materials significantly. When rendering highly reflective objects, the environment has a big effect on the result. The demonstration file has two environments embedded in it for comparison. Both environments were based on the **Brazil GI Environment**,​ which accepts high-dynamic-range textures. The **GI** (global illumination) environment uses these textures for global illumination and for reflection in the scene. Changing the environments will change the look of the materials significantly.
  
-In the case of the photographic HDR texture, the ability to blur the reflections was allowed in the GI environment. There are many free HDR textures available on the Internet ​including those on this [[BrianJames#​HDRIs.|Wiki site]]+In the case of the photographic HDR texture, the ability to blur the reflections was allowed in the GI environment. There are many free HDR textures available on the Internet.
  
  
brazil/jewelrytutorial.txt · Last modified: 2015/10/28 by sandy