redshift贴图教程

redshift贴图教程    [复制链接]

C4D教程 2017-12-07 13:08 发布

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教程分类: 材质渲染 » 材质进阶 » 综合/其他
渲染器: Redshift 
教程语言: 英文
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RS贴图.jpg

redshift贴图教程

这是作者写在教程下面的一段话,非常有参考性:
Diffuse map : The most frequently used texture mapping method. It wraps the bitmap image onto the 3D geometry surface while displaying its original pixel color. It's a standard photo that you'd get if you stood in front of the material and photographed it.

Albedo : An albedo texture is very similar to a diffuse map, but with one extra benefit: all the shadows and highlights have been removed.

Bump map : Bump mapping uses the grayscale values of an image map to create variations in the shading of the surface to which the map is applied. It adds details to 3D models without increasing the number of polygons.

Normal map : A Normal map is  usually made from a high polygon model. Its color representation will affect surfaces like a regular bump map while providing higher degrees of detail.

Specular/reflection map : control how reflective the surface is, and can adjust the shape of the reflection. Specular usually simulates only the reflections of the brightest light sources in a scene.

Gloss/Roughness map : Roughness maps are Gloss maps in a PBR system, representing how smooth or rough a surface is. Also called Microsurface.

Displacement maps : Displacement maps are similar to bump but store height information and modify geometry when rendered, modifying both appearance of shading and silhouette.

Emission map : Emissive map (aka Glow or Self-illumination) mimic surfaces that emit light, like a computer monitor, a vehicle dashboard at night, or magical effects.

Ambient occlusion maps (AO) : Ambient occlusion maps are pre-computed calculations of ambient light bounce on a surface.

Cavity maps : Cavity maps are narrower version of ambient occlusion, keeping dark shadows to crevices and sharp corners only(usually used in metalness workflow).

Opacity/Alpha maps : Opacity maps, also known as Transparency map, are used to cut out parts of a surface, usually for alpha blending. For example: fire, grass, hair, smoke, water, windows, etc.


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漫反射贴图:最常用的纹理映射方法。它将位图图像包装到三维几何表面上,同时显示其原始像素颜色。这是一个标准照片,你会得到如果你站在前面的材料,并拍照。
Albedo:反照率纹理与漫射贴图非常相似,但有一个额外的好处:所有阴影和高光都被移除了。
凹凸贴图:凹凸贴图使用图像映射的灰度值来创建应用于地图表面的明暗变化。它增加了3D模型的细节,而不增加多边形的数量。
法线贴图:法线贴图通常是由高多边形模型制作的。它的颜色表示会影响像普通凹凸贴图这样的表面,同时提供更高的细节。
镜面/反射贴图:控制反射面是怎样的,并且可以调整反射的形状。镜面反射通常只模拟场景中最亮光源的反射。
光泽/粗糙度粗糙度地图:地图是光泽地图在PBR系统,代表一个表面是光滑或粗糙。也被称为微表处。
位移贴图:位移贴图与凹凸相似,但存储高度信息和渲染时修改几何图形,修改阴影和剪影的外观。
发射图:发光贴图(亦称辉光或自发光)模拟光发射表面,如电脑显示器、夜间汽车仪表板或魔法效果。
环境遮挡贴图(AO):环境遮挡贴图是计算环境光在表面上反弹的预计算。
深度贴图图:深度贴图是腔腔窄版的环境闭塞,使阴影的裂缝和尖角只(通常用于metalness工作流)。
不透明贴图/ alpha贴图:不透明贴图,也称透明贴图,用于切割表面的部分,通常用于alpha混合。例如:火、草、头发、烟、水、窗户等等。

redshift贴图教程 
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