vr参数-w(VR parameter -w)
VR is much plicated than LS, but the rendering effect is really good. Our VR learners know how to call the VR material in the VR material library, but how many of the parameters do we understand? How should we master the subtle regulation? Here are some of my own finishing parameters, hoping to be useful to everyone! e a real VR material conditioning master ah.
I. wood material adjustment method: smart China
Texture adjustment of 1. wood grain material:
A. uses excessive color channel mapping, adding bump mapping, so that the grain has a concave and convex feeling, texture is more obvious, concave and convex channel strength is usually 30%
The high light intensity (specular level:) of B. ball is usually 43%, and the high light area (glossiness) is between 28~40%. Matt paint surface can be low light intensity, high light area can be high.
The adjustment of C. grain texture can be adjusted in U, V, W, coordinates of W in the excessive color channel map.
The D. self luminous adjustment is 5%, can adjust this value because of the light intensity. Light intensity is weak while light intensity is weak.
E. the size of the texture of the wood can be used in the object to adjust the size of the texture area with UVWmap, to determine
the size of the actual size of the material coordinates, can be appropriately exaggerated.
F. in special circumstances can also add ray tracing to reflect the gloss of paint. Usually at the strength of 5~8%.
Texture selection of 2. wood grain material:
A. wood texture mapping, excessive color channel using the material picture to clear texture.
B. color of the picture is uniform. The best is the change of no light difference.
The texture of the C. image should be seamless. If not seamless, the texture changes of the picture (up, down, left and right) are not very good.
3. wood grain material use point of attention:
A. monly used wood luster is different, in the use of material ball as material, we should p
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