Although the "bump" map channel can make it to the object's surface uneven, but its effect is very limited and can only achieve a similar effect of bas-relief, if you need the material to achieve a strong concavity, you need to use "replacement" map channel."Replacement" map the surface geometry can produce displacement. And the "bump" map is different "replacement" actually changed the surface texture geometry or surface film breakdown (and a bump map is only set to produce the visual illusion on the concavity). "Replacement" mapping application to generate the grayscale displacement map. In the 2D image, the color is darker than the brighter the color more prominent outward, resulting in replacement of the 3D geometry, and modeling to achieve the same effect.
"Replacement" material effect on the surface will be generated in each triangular face of many, you can create good results, but will spend a lot of time and memory. Meanwhile, the textures can be added directly to the patches, meshes, polygon and NURBS surface objects, other types of models can not be directly applied "replacement" material.
To other types of objects using the "replacement" material, can be applied to "exchange approximations" modifier, or be translated into the four types of objects. In addition, the number of segments in the object will directly affect the displacement effect, the more the number of segments, the more detailed displacement effect.
As the "replacement" material is very time-consuming rendering, so we in the production of this instance to the attention of preservation.
(1) run 3ds max 2011, open the material, "the sand source. Max",architectural visualization the document consists of several parts and a flat, in this instance, the setting for the material plane, buried in the sand to make a camera's scene.
(2) rendering Camera001 view to observe the effect of the current material.
(3) Open the "Slate Material Editor" dialog box, add the "standard" material to the active view and name it as "sand."
(4) "sand" material to give the scene in the "sand" object.
(5) As the sand is a very rough material, so in the "Shader Basic Parameters" architectural visualization rollout shader column drop-down list, select "Oren-Nayar-Blinn" option.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment