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    Kthut cbn i vi Vray nng cao

    Ngun :

    Ngi dch : M-X-X |

    ! " #$ % & & '$

    ()*!!

    1. Exterior Lighting_Chiu sng ni tht

    1.1 Download Basic_VRAY_Tut_Start.max NOTE: THE MAX ONLY WORKS WITH MAX 8

    chsdng vi MAX 8.0

    1.2Render cnh ny, bn st c KQ tng tnhhnh trn. Sau y l 1 sthit lp VRAY cbn m ti sdngcho vic chiu sng ngoi tht

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    Tt nh sng mc nh

    sdng mc Adaptive Subdivision ktby gi

    Chc chn bt GI ln

    Primary Bounces:bn bc xnh sng (IR Map)

    Secondary Bounces:Quasi-Monte Carlo (QMC)

    GI Environment: Kch chn vo mc v thit lp mu theo bn (c thda vo cnh minh ho)

    Reflection/Refraction:Kch chn vo mc (iu ny ko cn thit lm vo lc ny nhng n1o sphc vcho vic chiu sng HDRI )

    QMC Sampler:Vic thit lp skh hn cht kty nhng chng ta sttthc hin n

    Current Preset:thit lp sang ch tuchn

    Hy chc chn cc thit lp u ging nhau (ghi ch :cc thit lp ny u vi mc ch Render nhanh)

    Kch show calc phasenu bn mun xem VRAY hot ng thno trong khi chy bn IR

    Advanced Options: vn vn

    bqua phn ny

    ti sao li ko nh?

    2.iu chnh mi trng

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    y l v dvnh!ng g c thxy ra n 1 cnh khi mi trng w cao. V bn c"ng thy r#ng ctm hnh trng c v$bo ho v cht tha nh sng

    Thit lp Mi trng GI n 0.6 sd%n n kq trn

    Ghi ch: hiu ng tha sng c thdo nh sng trc tip trong cnh. Khi kt hp vi nh sng, Snhn Mi trng GIcao c thd%n n kq ko mong mun. Ngc li chng ta c thchiu sng cnh sdng mi trng GI

    2.1 IncreaseT&ng Snhn mi trng GI n 1.0 v tt sng sng (Direct01)

    2.2Render cnh

    Bn c ththy tcch lm ny cho ta bng 'du v m. Phng php ny c thhp vi tc ph(m c)a bn tuvo lim bn i theo tu. Bn c tha 1 hnh Bitmap vo mi trng GI b#ng cch kch chn v chn hnh nhbitmap . (chn hnh bitmap vo mi trng GI tng tnhng ging nhvic chiu sng HDRI chng ta scp vsau)

    3. Night Scene _ cnh m

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    Thm ch vo cnh m ti nht *1 ni no th v%n c nh sng xung quanh (d+nhin l nhiu mc ). ng sng tnh sao, mt tr&ng, hoc ging nh1 scnh m, nh sng tcc to nh xung quanh v nn v&n minh chung c thto ra lng nh sng xung quanh )nhn thy vt th d bn thn vt thko pht sng, (tt cnh!ng iu ny phthuc vo cnh m bn chiu sng) Cch tt t c nh sng xung quanh ny l sdng mi trng GI

    3.1 Thit lp mi trng GI n 0.4 v ly mu tng tnhbn di

    3.2 Chc chn r#ng nh sng Direct 01 ang tt v sau bt chn snh sng Inside omni. nh sng ny n gin phccho 1 schiu sng ni tht nhvy m cnh ko qu ti

    3.3 Chiu sng cnh v bn nn c kq nhhnh bn trn

    4. Cht liu chiu sng VRAY

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    Cht liu nh sng VRAY cho php bn to nh sng *bt ckhi hnh hc no. Ti p nh sng Vray cho nh c)a khicu

    4.1 M*bng hiu chnh cht liu (M) , kch chut vo vng cht liu r,ng v kch vo nt gc phi trncng vi dng Standard (Nu nt hin thch!VrayMtl khi cho bit bn cha chn vo vng trng)

    4.2 Khi bng tuchn s/cht liu < Material/Map Browser > m*ra, chn dng VrayLightMtl *gn pha gc di c)abng bn di :

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    Quay trvbng Hiu chnh cht liu < Material editor > bn c thiu chnh cc thit lp cho Vray. Nghch vi cc musc v snhn khc nhau c c kt qumong mun nht.

    Bn c"ng c thsdng cht liu Max theo chu(n vi tnh cht ttosng to nh sng theo khi hnh hc. Xem minhha bn di :

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    -ng trcong c 1 hnh bitmap cu vng vng ttosng. cht liu l cht liu MAX chu(n

    5. Color Bleeding _ chy mu

    5.1 Tt nh sng Inside Omni v bt nh sng Direct01

    5.2ng *mi trng Vray, hiu chnh mi trng GI ta c trc khi ta to chiu sng nh sng mt tri trc tip.Cho snhn multiplier gi tr.3 v hiu chnh li thnh nh sng vng

    5.3 Chn khi cu *nh c)a khi hnh hc v p cht liu Yellow1 cho n

    5.4Chiu sng cnh v bn skt qutng tnhhnh di :

    a chut vo hnh xem hiu ng chy mu.nh sng toxung khi cu v xung quanh vt th. D hiu ng ny xuthin trong thc t, nhng ti thy n bphng i trong qu trnh chiu sng. Bn c thgim bo ho cho cht liu(hoc hnh bitmap tng ng) gim bt hiu ng ny.

    6. VRAY Toon

    6.1 *ngay thanh menu lnh kch chn sau chn mi trng ( hoc phm tt 8 ). Hp thoimi trng v hiu ng < Environment and Effects > shin ra

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    6.2 Di kch chn nt Add (thm vo). Chn VRay Toon trong danh sch hin th.

    6.3R chut xung pha di hp thoi 1 t xem cc thit lp c)a VRay Toon v thay 'ing k$line tPixels sang World b#ng cch kch chut vo nt trn World. Chn ung k$line dy vi gi trl 6nhminh hotrong hnh

    6.4Render cnh ny, bn st c kt qutng tnhbn di :

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    Ghi ch: bn c thchnh mu v dy c)a ng k$line c c KQ mong mun. Bn c"ng c thsdng hnhbitmap tuchn trong mc Color nu bn thch

    7.Interior Lighting _ Chiu sng ni tht

    7.1 Bt sang Camera 02 v chc r#ng nh sng Inside Omni tt

    7.2 Nhn phm 8 m*hp thoi Environment and Effects ra. Di khung Atmosphere chn VRay Toon trong danh schhiu ng. vi VRay c click chn, chn nt xo. Vi V dchiu sng ni tht ny, chng ta mun hiu ngVRay Toon c tt.

    7.3 Chn Pane01, nhp chut phi *tm ngm v chn Tuchn VRay

    7.4 Vi hp thoi tuchn nh chn mc Matte object *gc phi. Di hp thoi Direct light,nh chn Shadows. Matte object lm cho mt ph.ng ko nhn thy nhng n v%n to bng 'v phn chiu. ( rt c chcho vic thit lp nh sng studio) Chng ta lm iu ny l bmt mt ph.ng ko hin thtrong qu trnh chiu sng nitht. (ng thi gii thch tuchn Vray object properties) c rt nhiu thit lp h!u ch trong hp thoi Vray objectpropertiestn gi c)a chng ni ln chc n&ng c)a chng

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    7.5 Render cnh th KQ stng thnh bn di

    R rng l cnh ny w ti. D Vray tuyt vi nhng i khi c"ng cn n strgip chiu sng c)a nh sng ni tht. Nicch khc, chring nh sng trc tip Direct Light thi l ko ). y l ni nh sng Vray *ca s'i vo. Ch l chng*ngay bn ngoi ca s'(iu chnh vtr p ng i hi c)a bn) v c hnh dng tng nhca s'

    7.6 Chn VrayLight01 v kch chn thanh Modify *bng Control

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    7.7 Bt VrayLight01 b#ng cch ng chn ON *khung thng sParameters. 5 ng sng Vray khc trong cnh th dc)anh sng Light01 v c"ng cn c bt ln cng lc. Chc r#ng mc Invisible c nh chn. Nu cha nh chn, nhsnh tDirect01 ko thxuyn wa nh sng VRay.

    7.8vi nh sng c bt, render cnh bn st KQ ging nhhnh di :

    Hnh trng nhc cc ht li ti vi thit lp VRay mc nh.chnh li ci ny , chng ta cn thay 'i 1 vi thit lp trongkhung VRay QMC Sampler

    7.9 M*hp thoi Render Scene nu nhn cha c m*s/n ( nhn phm F10 )

    7.10 Kch chn thanh Renderer v cun r chut xung khung VRay QMC Sampler v m*rng expand n nu nhncha m*s/n.

    7.11iu chnh thit lp c)a bn ging vi hnh bn di:

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    7.12 Render cnh

    Lu cch ta iu chnh lm gim nhi0u ( c ht ) n mc va phi hp l hn. Tuy nhin, Thi gian Render li t&nggp bi. Bn phi bm chc vo thit lp trong QMC Sampler cho n khi t c cp cht lng v tc lc quan.Ni th d0hn lm v d+nhin n khc nhau tcnh ny cho n cnh khc.

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    Too much Noise ( w nhiu ht )

    Acceptable Noise (nhi0u va phi)

    So snh thit lp. M"i tn mu vng chvch phn cch cng 1 cnh vi 2 thit lp khc nhau

    8.HDRI Lighting : nh ng HDRI

    High Dynamic Range Image (HDRI) - Hnh nh mc ng lc cao

    tp tin HDRI sdng trong bi tt ny c to bi Aversis. Gh thm www.aversis.bec nhiu bi thc hnhtrn nh sng HDRI hn v nhiu chVRAY khc nhau.

    8.1 Bt Camera03 ln v lm hin thnh!ng thsau : bt/chu, tm knh, m tr, ng gt v nc

    8.2 Render cnh bn sc kq ging nhhnh

    Cnh ny chc chiu sng b*i nh sng Direct01 v ny GI bounces.

    8.3 Nhn phm M m*bng hiu chnh cht liu . Kch chn VRay HDRI *gc phi trn cng

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    Ghi ch: ti 1 tp tin VRay HDRI, chn 1 m%u cht liu r,ng v chn nt xanh dng Get Material ly cht liu, ci ntc t vng *trn. Khi bng tuchn Material/Map m*ra, chn VRAy/HDRI trong danh sch c t vng *bn di.

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    8.4 Ko r cht liu HDRI tbng hiu chnh Material editor vo trong chai mi trng VRay trong khung VRayEnvironment c)a hp thoi Render cnh

    Chn Instance ngay khi thc hin xong thao tc v chn OK

    8.5 Trc khi render cnh chng ta cn phi tt nh sng Direct01 v chc r#ng mi trng snhn GI (EnvironmentMultiplier) c thit t l 1 ( t vng *bn trn). Khi chiu sng chphthuc vo nh sng HDRI, mi trng snhn(GI Environmen Multiplier) cn phi cao hn. Ghi ch : v dvn c"ng c thdng nh sng trc tip direct light (nh sngmt tri) chung vi nh sng HDRI. Nhng sl 1 t*ng hay c thm 1 lung sng mnh hn nh!ng ci khc trnhhnh bchy sng ( xem phn 2) Chc r#ng thng sHDRI ging nhhnh bn trn ( chng ta schi vi nh!ng thng sthit lp sau ny )

    8.6 Render cnh kq c c nhhnh di

    Bng 'trng mm v mhn nhiu. Hnh nh trng ging nhchiu sng mi trng trc tip m t*phn 2. Tuy nhinc"ng c skhc bit nh. ng ngh+r#ng nh sng HDRI chto ra bng 'mm. Nu nhc xy ra nhthtrong 1 strng hp th do a phn bng 'trong thc tc cnh bin mm v HDRI c khuynh hng ti to iu kin chiu sngc)a thgii thc.

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    Ghi ch : Tp tin HDRI c to bi Aversis. Gh thm trang www.aversis.be/extra_hdri/00.htm download nhiubi HDRI ca ng y hn v xem cc bi tt VRAY ca ng.

    y l tp tin HDRI chng ta ang dng trng nhthno. y l hnh nh ang chiu sng cnh c)a chng ta. Bng 'mm trong cnh c to b*i bng 'mm c)a thgii thc c chp li trong tp tin HDRI

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    9. Material Settings : Thit lp cht liu

    9.1Chon cht liu Xanh l, , Vng1 mt cht t mu xm trong khe phn chiu reflection. Bn c thcopy b#ng cch kchchut phi vo mu v dn (paste) n vo khe phn chiu reflection c)a cht liu khc. Nhn hnh bn di

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    9.2 Render cnh bn sc kq nhhnh trn

    Settings for the glass:

    Thit lp cho tm knh

    Settings for the water:

    Thit lp cho nc

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    Ghi ch : Ti dng nhi0u h,n lon Noise ( tuyt i ) nhng bn hy dng bt cmc no bn cho l ph hp nht.Bn c thkhuy ng lng i lp to nn hiu ng gn sng

    9.3Glossy Reflections : to phn xlng bng

    Thay 'i thit lp cho cht liu , xanh l, vng ph hp vi bn di (ring mc mu diffuss ko chnh sa)

    KQ stng thnh di

    Frosted Glass: Tm knh ph)sng m

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    Mc Refraction > Glossimess c hxung cn 0.95. Ti cm thy c cht ngc vi trc gic c)a ti, nhng t&ng bng lng bn cn phi gim gi tr

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    Ghi ch cho thi gian render t&ng ln. i hot hnh, bn c thmun tm cch khc t n hiu ng ny. Nhl chngta v%n ang dng thit lp render cbn . Tuchn sbc xc)a mnh Irradiance Map (IR Map)gp phn lm t&ng thi gian render. iu ny c ngh+a l ti quyt nh dng cch render hot cnh vi vic di chuyn vtth*thit IR map thp m ko c ghi ch cho vn lp lo no. vn lp lo ny c"ng c thbt gp trong cc bitt khc.

    10. VRAY Displacement : Hin thVRAY

    Ko c bc no phi tun theo *y, chc vi v dv thit lp.

    Mt mt phng vi p dng sdch chuyn VRay

    V y l mt phng ko c sdng VRay Displacement Map

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    Mt phng vi sdch chuyn

    y l s

    V sdch chuyn

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    Nhr#ng vng trng blm nh ra nhiu nht v vng en c nh t nht. Ghi nhiu ny nu ko bn snhn c ktquko mong i. Ti c"ng tn cht thi gian bn Photoshop lm cho 1 sch,trng hn hoc l en hn trnh ngcc i vi khi hnh dch chuyn

    p dng :

    1. Chn vt thbn mun p VRay Displacement

    2. p chc n&ng b'sung Mesh Smooth ln vt thv nhp gi tr = 0

    3.p dng ch

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    4.iu chnh cc thit lp ph hp vi hnh di

    Vi thng sthng thng c t mu vng n'i bt, c 1 nt chn thm nh bitmap vo dch chuyn (displacement).y chnh l ni ti chn hnh cc hn en v trng vo, kq hnh *trn

    +$,

    Ch th h !