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free FG animation with mental ray in 3ds max/3dsmax里mentalray FG动画闪烁问题
By Jignesh Jariwala
作者:Jignesh Jariwala
Software used使用软件:
3ds Max, mental ray
来自Ghostxx的翻译
FG is always blamed for flickering animation and in this tutorial I'm going to share some tips about how to get flicker-free FG animation with mental ray in 3ds Max. I'll be using one of the production scenes from my latest project to demonstrate this, as it contains a large amount of polys.
FG总是被归咎于动画的闪烁,在本教程中,我将分享一些小技巧:如何在3ds Max中用mental ray 获得无闪烁的成品动画。我将使用一个我以前的项目场景来演示这个,因为它包含大量的多边形。
So let's start with this snowy airport scene. I have enough RAM that I can render out entire scenes. The whole scene is lit with single skylight and sky texture as an environment. I also have an Environment/Background Switcher map loaded in environment slot and have used a sky Arch: Env blur shader inside the environment slot of the Switcher map. That's about it for the lighting, which is simple. Now let's talk about FG (Fig.01).
让我们先从这个雪景机场场景开始。我有足够的内存,我可以渲染出整个场景。整个场景以一个简单的带有一张环境贴图的vray球天作为一个环境。我也用了一个环境/背景 Switcher map装载在环境贴图里,用一个 sky Arch: Env blur shader 着色器在 Switcher map里。这是关于它的照明,这很简单。现在,让我们来谈谈FG(图1)。
In this scene, everything is still and just the camera is moving around, so I chose Project Points Along Camera Path (as the camera is moving) and Single file mode (as everything is still and there's no animation). Also FG Bounce was set to 1 and I kepy Trace Depth to 2-1-1. I didn't need much reflection or refraction here. Noise filtering was set to None (Fig.02) and, of course, Antialiasing was set to 1-16 high settings with 0.05 default Spatial Contrast and Mitchell Filter.
在这个场景中,一切都是静止的,相机四处走动。所以我选择了 Project Points Along Camera Path (as the camera is moving) 和 Single file mode (as everything is still and there's no animation)。FG反弹是设置为1,Trace Depth 跟踪深度为2-1-1。我不需要太多反射或折射在这里。噪波波设置为None(图2),当然,抗锯齿被设置为1 - 16,0.05的空间对比,Mitchell过滤器。
So I generated a FG map for every fifth frame (for 50 frames), then locked it and rendered with those AA settings and here is the result (watch in full screen with HD on) (Fig.03).
所以我每50帧生成了一个FG贴图,然后把它锁定用之前的AA设置渲染,这里是结果(图03)。
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