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岩石着色程序( 3ds Max & Vray)
Shading Procedural Rocks (3Ds Max & Vray)
In Shading procedural rocks course we'll talk about a generic workflow to create different rock/stone materials. We'll see how to create shaders to simulate peeble stones and how to generate variations about it, then we'll see other examples for different stone materials simulating layering, minerals and scattering. All materials will be created using nested procedural maps as noise, cellular and speckle, everything used inside composite maps with or without masking. Rendering will be done with VRay but materials will use generic workflow to be compatible with all rendering engines.
在阴影的过程中,我们将讨论一个通用的工作流程,创建不同的岩石/石材材料。我们将看到如何创建着色器模拟庇波尔石头和如何产生变化的话,那么我们会看到不同的石材模拟分层的其他例子,矿物质和散射。所有材料都将使用嵌套的程序图,如噪声,细胞和散斑,所使用的内部或不带屏蔽的复合图。绘制工作将与VRay材料将使用通用的工作流是兼容所有的渲染引擎。
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