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ScanlineäÖȾÆ÷
1 ScanlineµÄÑ¡Ïî
2 ScanlineµÄ×î´ó»¯ÃüÁî
3 ScanlineµÄµÆ¹â
4 StandardµÆ¹âµÄʹÓÃ
Radiosʱ&LightTracer
1 Radioslty
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2 UghtTracer
VRay Rendering System V1.X
1 VRayµÄ²å¼þ
2ʹÓÃVRay
3 VRayµÄAuthodzation
4 VRayµÄGlobal Illumination
5 VRayµÄµÆ¹â
6 VRayµÄ²ÄÖÊ£¬Ìùͼ
7 VRayµÄFur£¯Plane
8 VRayµÄDisplacement
9 VRayµÄCaustic
10 VRayµÄHDRI
Ex_ͨ¹ýʵÀý˵Ã÷HDRIµÄʹÓ÷½·¨
11 VRayµÄToon
12 ObjectLight
Ex_ÔÚVRayÖн«ÎïÌå×÷ΪµÆ¹âʹÓõķ½·¨
13 VRayµÄÉãÏñ»ú
Ex_ͨ¹ýʵÀý˵Ã÷ͼÏñÆø·ÕµÄ±íÏÖ·½·¨
14 VRayµÄDistdbuted Rendedng(network Rendedng)
15 VRayäÖȾµÄ×¢ÒâÒªµã
Ex_ʹÓÃDisplacement±íÏÖÏë·¨
Ex_ʹÓÃLight Map(Cache)Ëõ¶ÌäÖȾʱ¼ä
Ex_ÏÂÔØʹÓÃSurface Blur²å¼þ
Ex_ʵÏÖÉãÏñ»ú¶¯»­µÄVRayÉèÖÃ
Ex_ÀûÓÃÑÕÉ«Ìùͼ±íÏÖÆø·Õ
finalRender
1 finalRenderµÄʹÓÃ
2 finalRenderµÄ²ÎÊý
3 finalRender Global Illumination(GI)
Ex_ʹÓÃfinalRenderµÄGlobal Illumination
4 finalRenderµÄGlobal IlluminationÒýÇæ
5 finalRenderµÄµÆ¹â
Ex_½«ÎïÌå×÷ΪµÆ¹âʹÓÃ
6 finalRenderµÄCaustic
Ex_±íÏÖCausticµÄ·½·¨
7 finalRenderµÄHDRI
Ex_ÔÚfinalRenderÖÐʹÓÃHDRI
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Ex_ÀûÓÃfR-Advanced²ÄÖʱíÏÖÕÛÉäЧ¹û
Ex_ÀûÓÃfR-Glass±íÏÖµÄÕÛÉäЧ¹û
10 finalRenderµÄSub-Surface Scattering
Ex_±íÏÖÓ¦ÓÃÓÚÎïÌåµÄSSS
11 finalRenderµÄDisplacement(MTD-Micro
Triangle Displacement)
Ex_±íÏÖÒ»°ãfinalRenderµÄDisplacement
Ex_ÓÃÓÚ³¡¾°ÖеÄDisplacement
12 finalRenderµÄÉãÏñ»ú
13 finalShader
14 finalToon
Brazil Render System
1 Brazil r£¯sµÄÌØÕ÷
2 ʹÓÃBrazil r£¯s
3 Brazil r£¯sµÄFAQ
4 Brazil r£¯sµÄ²ÎÊý
5 Brazil r£¯sµÄGlobal Illumination(GI)
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Ex_½øÐвúÆ·äÖȾµÄGIÉèÖÃ
6 Brazil r£¬sµÄCaustics
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7 Brazil r£¯sÖг£Óõķ´Éä²ÄÖÊ
8 Brazil r£¯sÖг£ÓõIJ£Á§²ÄÖÊ
Ex_¸÷ÖÖ¸÷ÑùµÄRefractionЧ¹û
9 Brazil r£¯sµÄHDRI
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10 Brazil r£¯sµÄµÆ¹â
11 Brazil r£¯sµÄÉãÏñ»ú
12 Brazil r£¯sµÄShader
Ex_ÀûÓÃWax Shader±íÏÖ²»Í¸Ã÷µÄ
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Ex_ÀûÓÃVelvet Shader±íÏÖ²¼ÁÏ
Ex_ÀûÓÃCar Paint Shader±íÏÖ³µÁ¾±íÃæ
13 Brazil r£¯sµÄToon
Ex_ʹÓÃBrazil Toon
14 Brazil r£¯sµÄ×¢ÒâÒªµã
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Chapter 2ϸ·ÖÃ潨ģ
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Chapter 3±íÏÖ²úƷЧ¹ûµÄ³¡¾°ÑÝʾ
EXl.µÆ¹âЧ¹û
EX2.ÊÒÄÚÓÃÆ·µÄЧ¹û±íÏÖ
EX3.äÖȾɳ·¢Ð§¹û
EX4.Ô¡ÊÒЧ¹û
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2 ÀûÓÃBraziläÖȾÆ÷½øÐÐäÖȾ
3 ÀûÓÃfinalRender½øÐÐäÖȾ

Chapter 4ÊÒÄÚЧ¹ûͼ
ÊÒÄÚµÄÈÕ¼äЧ¹û
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Chapter 5ÊÒÍâЧ¹ûͼ
ÊÒÍâµÄÈÕ¼äЧ¹û
ÊÒÍâµÄÒ¹¼äЧ¹û

Appendix 1 äÖȾµÄÏà¹ØÒÉÎʼ°½â´ð
VRayÊÒÄÚ³¡¾°ÑÝʾÖеÄÎÊÌâ
Ex_¸ü¸ÄµÆ¹âºÍ·´É䣯ÕÛÉä²ÄÖʵÄÎÊÌâ
ʹÓÃVRayµÄG-Buffer
Ex_ÖÆ×÷ƽÃæ±à¼­ÖÐËùÐèµÄͨµÀͼÏñ
MaxwellIäÖȾÆ÷µÄʹÓ÷½·¨
Ex_±íÏÖMaxwellµÄGI

Appendix 2 finalRender Stage-1 SP 2
finaIRender£ºG10bal Oplions¾íÕ¹À¸
1 Anti-AIiasingÑ¡Çø
2 Bucketing&MessagesÑ¡Çø
3 Frame Buffer Options
4 Multithreading Options
5 Global Material Override
6 Oplions
7 Settings
8 AdaptiVe Sampler
9 2-Pass Sampler
10 Constant Sampler
finaIRender£ºRaytracing¾íÕ¹À¸
1 Ray LeVeIS
2 Raytracing
3 Geometric Sampling
finalRender£ºGIobal Illumination¾íÕ¹À¸
1 SI(y Light
2 Global.Illumination
3 FIags
4 GIobaIIIIuminationÒýÇæ
5 Hyper-Gl Controls
6 Quasi Monte-Carlo
7 finalRender£ºImage Controls
finalRender£ºAccelerator Englne¾íÕ¹À¸
1 Plug-in Accelerator Types
finalRel lder²ÄÖʸÅÊö
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fR-Advanced²ÄÖÊ
1 Standard¾íÕ¹À¸
2 Shading¾íÕ¹À¸
3 GI£¯Caustics¾íÕ¹À¸

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3ds.max.7渲染的艺术.pdf (186.74 MB)
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