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Showing posts with the label 3artist

Glow - Photoshop

Glow Layer Selection with feather, paint fill bucket - yellow Blend Mode: Soft Light Select with magic wand tool the layer of the tables, chairs, dinnerware and inverse the selection, and mask selection with layer below

Material - Eyedropper Tool

Using the eyedropper tool to select objects in scene to get material

Retrieving Layer Toolbar

Right-click any toolbar and select and "layer" select "layer explorer" (icon at the left)

tessellation

the method used to represent 3D objects as a collection of triangles not used in 2d The more the triangles, the more realistic the render will be Tessellation is not used in 2d graphics What is the importance of tessellation? https://www.gamersnexus.net/guides/1936-what-is-tessellation-game-graphics Tessellation is a way of doubling [the triangles] on the graphics hardware – so what was two triangles becomes four, what was eight becomes sixteen, and so on. When we do that, that allows us to do things like displacement or smoothing and  increase the apparent detail . This not only makes the surface look higher resolution, [but also adds] bumps and hills and valleys that weren't there before. You get a much higher fidelity surface.” -Alan Willard "Epic biases displacement in tessellation based on camera distance. A small object far away doesn't need to spend performance for [tessellation]. Think of a wall as a flat surface. You can do a l...

Phong Shading

interpolation technique for surface shading  It interpolates surface normals across rasterized polygons and computes pixel colors based on the interpolated normals and a reflection model. SOURCE: https://en.wikipedia.org/wiki/Phong_shading

Multi-Layer Shader

A set of two specular highlight controls. The highlights are layered, letting you create complex highlights that are good for highly polished surfaces, special effects, and so on. The Multi-Layer shader is similar to the Anisotropic shader, SOURCE: http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-C047BBE5-4095-4C39-99EF-C3488D6AC05-1983.htm,topicNumber=d28e385387

Translucent Shader

Translucent shading is similar to Blinn shading, but it also lets you specify translucency. A translucent object allows light to pass through, and also scatters light within the object. You can use translucency to simulate frosted and etched glass. Two-sided effect: With the translucent shader, backface illumination appears on front faces. To generate translucency, both sides of the material receive diffuse light, though only one side is visible in renderings and shaded viewports unless you turn on 2-Sided (in the Shader Basic Parameters rollout Examples : SOURCE: http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-C047BBE5-4095-4C39-99EF-C3488D6AC05-1983.htm,topicNumber=d28e385387

Strauss Shader

Modeling metallic surfaces. It uses a simpler model and has a simpler interface than the Metal shader. SOURCE: http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-C047BBE5-4095-4C39-99EF-C3488D6AC05-1983.htm,topicNumber=d28e385387

Phong Shader

Phong shading smoothes the edges between faces and renders highlights realistically for shiny, regular surfaces. This shader interpolates intensities across a face based on the averaged face normals of adjacent faces. It calculates the normal for every pixel of the face. SOURCE: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2020/ENU/3DSMax-Lighting-Shading/files/GUID-7C791BBC-B27F-4BD2-821D-D7DBEA9E7CC9-htm.html

Oren-Nayar-Blinn

Circular Highlights softer and rounder than phong highlights SOURCE: http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-C047BBE5-4095-4C39-99EF-C3488D6AC05-1983.htm,topicNumber=d28e385387

Antistropic Shader

creates surfaces with elliptical, "anisotropic" highlights. These highlights are good for modeling hair, glass, or brushed metal. The basic parameters are similar to those for Blinn or Phong shading, except for the Specular Highlight parameters, and Diffuse Level controls such as those for Oren-Nayar-Blinn shading. SOURCE: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-30F365F1-602D-4E7D-8C97-6BF67673683B-htm.html

Blinn Shader

you can obtain highlights produced by light glancing off the surface at low angles. These highlights are lost when you increase the value of Soften using Phong shading. A subtle variation on Phong shading. The most noticeable difference is that highlights appear rounder. In general, you don't need to use the Soften parameter (described in Blinn, Oren-Nayar-Blinn, and Phong Highlights) as often as you do with Phong shading. soft highlights Example: SOURCE: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-98798DE6-5E4E-482F-831F-A93EF6B2A4C4-htm.html

Image Sampler and GI Engine

The two tools that most greatly change the balance of render quality vs. speed is the Image Sampler and the GI Engine. V-Ray tab - Selecting image sampler for antialiasing and image filtering, settings for cameras and environment to customize. GI tab - Selection and settings for primary and secondary GI engines, GI caustics. Global settings that feature displacement and texture settings. Render Elements tab - Creation and control of render elements for pass compositing and post-production. Image Sampler V-Ray tab GI Engine GI tab SOURCE: https://docs.chaosgroup.com/display/VRAY3MAX/V-Ray+RT+Settings