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3D電腦建模實務課程 古典歐式起居室篇



<古典歐式起居室> 材質 調整必要面板參數設定 ~




牆與天花板 (Multi/Sub-Object) (2) 牆:ID = 1

天花板:ID = 2

↑決定色彩、細分值、反射值、反射模糊、…↑ 2.

地板 (3)


地毯 (1)


窗外 (4)



未上材質 材質 5.

窗玻璃 (6) 1. 物件名稱 window_01 & window_02:群組內物件 (obj_01,07,08,10,39,45,46,48) 2. 物件名稱 big_window:群組內物件 (obj_07~10)



RGB #1= 25,#2=252。 6.

窗框 (7) 1. 物件名稱 - window_01 & window_02: → 群組內物件 (obj_2, 4~5, 6, 9, 11~12, 14~17;38, 40, 42~44, 47, 49~50, 52~54) 2. 物件名稱 - big_window:→ 群組內物件 (obj_2~6, 11~13, 15~17) 3. 物件名稱 - window-still_01 & 02


窗簾掛架 (物件名稱 - curtain_rod_01 ~ 03、) & 窗戶金屬配件(=步驟 6 除外的物件) (5)



<古典歐式起居室> 燈光 8.


(Sun = 526.871, 902.582, 515.649

; Target = 126.912, 130.698, 0)

↑ ↙Default Parameters


↑ ↓Reference↓


<古典歐式起居室> 材質 窗簾 (物件名稱 - curtain_01

& curtain_02

10. 線版 (物件名稱 - ceiling_list

& floor_list)


& …

& curtain_06) (21)

11. 掛畫 (物件名稱 - picture_03,Multi/Sub-Object) (8) 畫:ID = 1

框:ID = 2 (與“窗簾掛架”材質相似,僅 subdivs 不同)



<古典歐式起居室> 材質 12. 調整 Burn value

13. 調整地板材質

← 預設值 14. 鋼琴 (a) 琴鍵:物件名稱 - piano_obj_01(白鍵);piano_obj_02(黑鍵) (9)

(原始:Fresnel 比較透明) (b) 琴身:物件名稱 - piano_obj_05~13, 15~17 (11)

(c) 配件:物件名稱 - piano_obj_03~04,14,18 (10 踏板、鋼琴腳)



<古典歐式起居室> 材質 15. 鋼琴椅墊:物件名稱 - tabouret_obj_05~10,11 (12)

※ 椅腳:與鋼琴身之材質相同。 16. 檯燈 (a) 燈罩 (15)

(b) 鑲邊 (16)

(c) 燈身 (17)

17. 立燈 (a) 燈罩:與檯燈燈罩相同材質 (b) 其他:與“窗簾掛架”材質相同



<古典歐式起居室> Render Setup 面板參數調整 18. Settings:


mem limit (Dynamic memory limit) - the total RAM limit for the dynamic raycasters which store

dynamic geometry like displacement, VRayProxy objects, VRayFur strands, etc. In V-Ray 2.0 and later, you can set this to 0 to remove any limit in that case, V-Ray will take as much memory as needed. ◎Use Embree - turning this option enables the Intel Embree ray-caster. ◎Default geometry . Static:The static ray-casters are not limited in any way and will consume as much memory as necessary. . Dynamic:The total memory taken up by the dynamic ray-casters can be controlled by the Dynamic memory limit parameter. ◎Max tree depth - Larger values will cause V-Ray to take more memory, but the rendering will be faster - up to some critical point. Values beyond that critical point (which is different for every scene) will start to slow things down. ◎Face/level coef. - Controls the maximum amount of triangles in a leaf node. If this value is lower, rendering will be faster, but the BSP tree will take more memory - up to some critical point (which is different for every scene). Values below that critical point will make the rendering slower. 19. GI:

◎ Interp. samples - This

is the number of GI samples that will be used to interpolate the indirect

illumination at a given point. Larger values tend to blur the detail in GI although the result will be smoother. Smaller values produce results with more detail, but may produce blotchiness if low Subdivs are used. Note that if you use interpolated irradiance maps (i.e. the Mode is set to Animation (rendering)), V-Ray will actually multiply this value by the number of irradiance maps used. For example, if you have the Interp. samples set to 20, and the Interp. frames to 2, V-Ray will actually use 100 samples to interpolate. This is done in order to preserve the blurring of the GI solution compared to a single frame irradiance map, however it also slows down the rendering. To speed up the rendering in that case, you can decrease this value to 10 or 5. 3ds Max 進階課程 - (05-H) 9


<古典歐式起居室> 材質 20. 木製品: (物件名稱 - Table、Shelf1、Furniture) (13) (a) 木紋

(b) 金屬 (茶几下方支架) (14)

21. 沙發 (18~20) (a) 座墊: (b) 靠墊

(c) 木紋

Diffuse #1color = 棕色系, #2color = 白色;Reflect #1color = 黑色, #2color = 白色。



<古典歐式起居室> 材質 22. 吊燈 (a) 燈罩 (22)

(物件名稱 - 07,22,27,32,37,41,45,49,53,60,68,76,84,95,105,114,123,124,132,133,138,143,144,153, 158,163,164,173,178,183,184,193,198,203,204,212,213,217,218,223,224,228, 229,233,238,243, 244, 248,249,253,258,263,268,269,277,278,282,283,483,485,489,493) (b) 燈泡 (物件名稱 - 01,24,34,39,43,47,51,55) (24)

(c) 吊鏈 (23)

23. 雕像

← 挑選色彩






<古典歐式起居室> Render Setup 面板參數調整 24. Light cache:



◎Retrace - Enables retracing of GI near corners. This helps prevent light leaks and flickering. Normally, this should be enabled. The value specifies the the extent to which GI near corners are retraced instead of being read from the light cache. A value of 0.0 disables retracing. A value of 2.0 is good for still images, and 8.0 is good for animations. Higher values will result in more rays traced at render time. ◎Pre-filter - When enabled, the samples in the light cache are filtered before rendering. Note that this is different from the normal light cache filtering controlled by the Filter parameter, which happens during 13


rendering. Prefiltering is performed by examining each sample in turn, and modifying it so that it represents the average of the given number of nearby samples. More prefilter samples mean a blurrier and less noisy light cache. Prefiltering is computed only once after a new light cache is computed or loaded from disk. ◎Leak prevention - Enables additional calculations to prevent light leaks and reduce flickering with the light cache. A value of 0.0 disables the leak prevention. The default value of 0.8 should be adequate for most cases. ◎Interp. samples - Specifies the number of light cache samples to blend together when the Filter type is set to Nearest. Larger values will take longer to compute during the rendering phase. 最終效果 1a: Retrace & Use for glossy rays,12m17s 最終效果 1b: Retrace & Use for glossy rays,10m52s (最佳) 最終效果 2 :

<古典歐式起居室> Render Setup 面板參數調整 25. VRAY: ↓Default↓


◎Min shading rate - Controls the number of rays shot for Anti-aliasing (AA) versus rays for other effects like glossy reflections, GI, area shadows, etc. This setting is especially useful with the Progressive image sampler. Higher values mean that less time will be spent on AA, and more effort will be put in the sampling of shading effects.

◎Min samples - determines the minimum number of samples that must be made before the early termination algorithm is used. Higher values will slow things down but will make the early termination 14


algorithm more reliable. For most scenes, there is no need to adjust this parameter. Adaptive amount(自適應的強度):假設材質有 100 個採樣(10 subdivs)用來對反射模糊做採樣,將 adaptive 設定為 0.7 會讓 VRAY 投射固定的數值為 30 (即 100x30%=30)的反射採樣。接著,會決定 是否需要投射更多的採樣;VRAY 會比較已經投射的採樣平均顏色,如果這個數值不是很高,它就 會停止進行更多的採樣。因為發現更多的採樣數,對目前已經計算出來的結果沒有幫助。