| 1 |
^ PSR 0 |
| 2 |
a) if in object becomes a daughter of a parent object, put PSR 0 > coordinates the daughter object become the same as coordinates a parent object |
| 3 |
^ Information (Ctrl+I) |
| 4 |
^ Deformer Bend |
| 5 |
a) all Deformers are daughters |
| 6 |
b) when put Bend into Object, like a plane, firstly increase strength |
| 7 |
c) if it's a wrong result, change Orientation of Object to Z, X or Y d) go over Bend > Object > Size |
| 8 |
e) if it's necessary, add segments in Object |
| 9 |
^ Subdivision surface |
| 10 |
a) it's sometimes enough both 1 in Viewport and 1 in Render |
| 11 |
^ Camera |
| 12 |
a) if i want to lock Camera, add tag Protection |
| 13 |
^ if i don't want to see sth in Viewport, tick into red next to object or other |
| 14 |
^ if i don't want Gouraud Shading (N~B) on a particular object > tag Display > tick (above) Use for setting Shading Mode and Style |
| 15 |
^ For comparing standard and new views |
| 16 |
a) Render Picture Viewer (Shift + R) |
| 17 |
b) move keeping square (top-left) to the square of Viewport |
| 18 |
^ Materials |
| 19 |
a) firstly, it's always ticked Color and Reflectance |
| 20 |
b) Color |
| 21 |
a) Color > Color: here we can change Color and regimes of color space (hsv, rgb) |
| 22 |
c) Brightness: can change brightness 0 - 10000% (default 100%) |
| 23 |
d) Texture: can create new texture, load image and load preset |
| 24 |
` Clear; Load image; Create New Texture: |
| 25 |
^ Texture |
| 26 |
a) Creating new texture: |
| 27 |
`Name; |
| 28 |
`Width; |
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`Height; |
| 30 |
`Resolution; |
| 31 |
`Bits per channel: 8, 16 or 32; |
| 32 |
`Mode: RGB, Grayscale; |
| 33 |
`Color: Color (default), Transparent, Background, Foreground; |
| 34 |
b) From Disc: loading an image; |
| 35 |
`Copy Shader; Past Shader |
| 36 |
c) Load Preset; Save Preset |
| 37 |
d) Bitmaps |
| 38 |
e) Color; Fresnel; Gradient; Noise |
| 39 |
f) Coloriser; Filter; Fusion; Layer; Posteriser |
| 40 |
g) Effects: |
| 41 |
`Ambient Occlusion; Backlight; ChanLum; Distorter; Falloff; Lens Distortion; Lumas; Normal Direction; Normalizer; Pixel; Projector; Proximal; Ripple; Spectral; Spline; Subsurface Scattering; Terrain Mask; Thin film; Variation; Vertex Map; Weathering |
| 42 |
h) Mograph: |
| 43 |
`Beat Shader; Camera Shader; Color Shader; Multi Shader |
| 44 |
^ Texture (part 2) |
| 45 |
a) Plugins: |
| 46 |
`Corona VRayBridge RealFlow Wet Map Wave Shader |
| 47 |
b) Sketch and Toon; Surfaces; Polygon Hair; Substance Shader |
| 48 |
^ |
| 49 |
a) Mix Mode: a mixture between creating texture and first color |
| 50 |
`Mix Strength |
| 51 |
`Model: Lambertian (for more contrast surfaces) and One-Nayar (for more dispersed ones) -- not fact |
| 52 |
`Diffuse Falloff |
| 53 |
`Diffuse Level |
| 54 |
`Roughness |
| 55 |
^ |
| 56 |
a) Prepared Samples in Color > Texture > Effects or Surfaces |
| 57 |
b) When sample is chosen, we can edit it pressing on name of texture or on image |
| 58 |
c) return from editor of texture by means of arrow-left |
| 59 |
^ Material > Color > Texture: 5 groups |
| 60 |
a) clear, load image, create new texture, copy shader, paste shader |
| 61 |
b) load preset, save preset |
| 62 |
c) color, fresnel, gradient, noise: for generation of color |
| 63 |
d) colorizer, filter, fusion, layer, posterizer: for mixture or combine textures or color correction |
| 64 |
e) effects, moGraph, sketch and toon, surfaces, polygon hair, substance shader: sampled shaders |
| 65 |
^ UVW ~ XYZ |
| 66 |
^ Setting Texture: |
| 67 |
a) Via Tag |
| 68 |
`Projection: flat (default) |
| 69 |
`Projection Display: Simple |
| 70 |
`Side: Both |
| 71 |
`Mix texture |
| 72 |
`Tile (ticked default): if untick, visible in Viewport only in textured part of Object |
| 73 |
b) Seamless: texture without any seams 2 Via Use Texture Mode |
| 74 |
`it's far easier |
| 75 |
^ Material > Color > Texture > Gradient > Gradient |
| 76 |
a) PKM on the schedule of gradient: |
| 77 |
`Distribute knots -- makes equal distance between knots |
| 78 |
`Invert Gradient |
| 79 |
`Double knots |
| 80 |
`Bias handles (default ticked) -- initially, a point in the centre of schedule, which we can shift changing transition of color |
| 81 |
`Interpolation of all knots -- types of transition between colors: |
| 82 |
,smooth; |
| 83 |
,cubic; |
| 84 |
,linear; |
| 85 |
,step (sometimes can be useful); |
| 86 |
,blend (sometimes can be useful) |
| 87 |
`Size -- it's viewing of the size of gradient: |
| 88 |
,small; |
| 89 |
,medium (default); |
| 90 |
,large |
| 91 |
^ Material > Color > Texture > Gradient > Type |
| 92 |
a) 2D - U |
| 93 |
b) 2D - V |
| 94 |
c) 2D - Diagonal |
| 95 |
d) 2D - Radial |
| 96 |
e) 2D - Circular |
| 97 |
f) 2D - Box |
| 98 |
g) 2D - Star |
| 99 |
^ Material > Color > Texture > Gradient > Type (part 2) |
| 100 |
a) 2D - Four Corner |
| 101 |
b) 3D - Linear |
| 102 |
c) 3D - Cylindrical |
| 103 |
d) 3D - Spherical |
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