万本电子书0元读

万本电子书0元读

顶部广告

Photographic Rendering with V-Ray for SketchUp电子书

售       价:¥

4人正在读 | 0人评论 9.8

作       者:Brian Bradley

出  版  社:Packt Publishing

出版时间:2014-03-19

字       数:177.8万

所属分类: 进口书 > 外文原版书 > 电脑/网络

温馨提示:数字商品不支持退换货,不提供源文件,不支持导出打印

为你推荐

  • 读书简介
  • 目录
  • 累计评论(0条)
  • 读书简介
  • 目录
  • 累计评论(0条)
This book is filled with examples explaining the theoretical concepts behind them. Filled with ample screenshots, diagrams, and final rendered images, this book will help readers develop an understanding of photographic rendering with VRay. If you are a SketchUp user who would love to turn your favourite modelling application into a ‘virtual photography studio’, then this book has been designed and written for you. Existing VRay users will also find plenty to enjoy and benefit from in this book. Some basic experience with SketchUp and familiarity with photography will be helpful, but is not mandatory.
目录展开

Photographic Rendering with V-Ray for SketchUp

Table of Contents

Photographic Rendering with V-Ray for SketchUp

Credits

About the Author

Acknowledgement

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers and more

Why Subscribe?

Free Access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading color versions of the images for this book

Errata

Piracy

Questions

1. Diving Straight into Photographic Rendering

What this chapter is all about

Good composition is the foundation of photographic rendering

Improving our opening scene

Working with six new views

Matching viewport and render aspect ratios

Lighting that sets the mood!

Stepping through the render process

Using V-Ray's physical camera model

Global illumination controls

Materials that make us believe!

Creating the floor material

Adding surface properties

Final setting tweaks!

Render settings for final output

Summary

2. Lighting an Interior Daytime Scene

Looking at our SketchUp scene

Defining our goals

Methods for defining our vision

Writing a definition

Painting a definition

Compiling a definition

Artistic exercise

My definition for the gallery interior

The lighting workflow

Sunlight is our key light

SketchUp shadow settings – positioning the V-Ray Sun

Using a V-Ray spotlight as the key light

Skylight is our fill light

Using Rectangle lights

Testing our shot views

The evaluation time

Using the GI skylight

Trying out the Dome light

Adding a High Dynamic Range Image to the mix

Bringing the sky back into the view

Wrap up

Summary

3. Lighting an Interior Nighttime Scene Using IES Lights

Taking a look at our SketchUp file

Defining our goals

Observation is crucial

My definition for interior nighttime scene lighting

The lighting process

Contrasting artistic and realistic indoor lighting

Do we have a key light?

Understanding the IES files

Downloading and viewing IES profiles

Starting with a blank canvas

Setting an initial exposure level

Adding some much-needed ambience

Using the V-Ray Sky

The GI skylight

HDRI to the rescue

Layering up our IES lights

Adding the IES down lighters

Creating the IES up lighters

Evaluating the render with all lights enabled

Previsualizing image corrections using V-Ray FrameBuffer

Summary

4. Lighting an Exterior Daylight Scene

Setting up our SketchUp file

Reference and observation

The sunlight color

The skylight color

Shadow properties

Ambient occlusion

A camera-matched exterior

Defining our exterior daylight setup

The lighting process

Setting a starting exposure level

Sunlight is the key

The sunlight color

The shadow quality

Filling in with skylight

Using the V-Ray Sky

Image-based lighting for exteriors

Adding the HDRI

Adding direct sunlight to an HDRI setup

Creating even stronger occlusion shadows

Creating a better sky

Tweaking exposure

Experimenting with white balancing

Summary

5. Understanding the Principles of Light Behavior

The SketchUp files

Defining our goals

How light behaves

Learning about light – exercise one

Learning about light – exercise two

Understanding light decay

Light decay – exercise one

Light decay – exercise two

Light decay – exercise three

Decay types available in V-Ray for SketchUp

The None and Linear decay options

Understanding Inverse decay

The Inverse Square decay

Using color temperature

Color temperature – exercise one

Color temperature – exercise two

The cause of color bleeding

Color bleed – exercise one

Bringing color bleed under control

Summary

6. Creating Believable Materials

Getting started with our materials

Defining our goals

Defining the materials

Using a SketchUp material to create our diffuse floor coloring

Using SketchUp materials with V-Ray

Creating the diffuse component for our floor

Making a color-mapping choice

Using the V-Ray Standard material

Knowing your right-click menu commands

Adding reflections to our floor material

Painting the walls

Playing it safe with the ceiling

Door materials – the frosted glass

Giving the doors an aluminum look

Adding chrome to the barriers

Painting the skirting board

Creating the wall paintings using bitmaps

Art sculpts – import vismat

Your challenge

Summary

7. Important Materials Theory

Defining our goals

Light and material interaction – why objects in the real world have color

Light is where it all starts

How absorption, reflectance, and transmittance work

The importance of R, G, and B in the digital realm

Why are we using the HSV color model?

The importance of realistic color values

Light and material interaction – what is reflectivity?

How glossiness controls work

Light and material interaction – the transmittance effects

Understanding refraction

Making use of IOR values

A bit more on Fresnel equations

Understanding translucency

How subsurface scattering is different

The importance of energy-conserving materials

What we have accomplished?

Summary

8. Composition and Cameras

Defining our goals

Deciding the shot type

The long or wide shot

The medium shot

The close up shot

The high shot

The low shot

Aspect ratios

Choosing our ratio

Beware of the difference between the viewport and render

The requisite maximum resolution

How focal length affects composition

Setting up scene views for final shot rendering

First up – the wide shot

Exercise – review

Scene two – close up

Exercise – review

Exercise – finishing off the scene

Summary

9. Quality Control

Defining our goals

Fine-tuning scene lighting

Tuning up the sunlight

Reviewing our sunlight render

Adjusting the skylight

Reviewing our skylight render

Cleaning up our GI solution

Reviewing our GI render

Working with the Image sampler controls

Reviewing the image sampling render

Improving our materials

Reviewing what we have in the RGB map

Reviewing what we have in the Sample Rate map

Outputting the final renders

Adding extra VFB channels

Setting the output format

Determining the order of quality control steps

Summary

10. Adding Photographic Touches in Post-production

Defining our goals

Setting up After Effects

Importing our footage

Dealing with the lighting hotspots

Boosting the floor reflections

Adding a subtle DOF to shift focus

Adding subtle relighting

Boosting the glass reflections a little

Final color corrections

Adding a subtle vignette effect

Summary

Index

累计评论(0条) 0个书友正在讨论这本书 发表评论

发表评论

发表评论,分享你的想法吧!

买过这本书的人还买过

读了这本书的人还在读

回顶部