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^ PSR 0 |
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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 |
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^ Information (Ctrl+I) |
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^ Deformer Bend |
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a) all Deformers are daughters |
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b) when put Bend into Object, like a plane, firstly increase strength |
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c) if it's a wrong result, change Orientation of Object to Z, X or Y d) go over Bend > Object > Size |
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e) if it's necessary, add segments in Object |
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^ Subdivision surface |
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a) it's sometimes enough both 1 in Viewport and 1 in Render |
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^ Camera |
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a) if i want to lock Camera, add tag Protection |
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^ if i don't want to see sth in Viewport, tick into red next to object or other |
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^ if i don't want Gouraud Shading (N~B) on a particular object > tag Display > tick (above) Use for setting Shading Mode and Style |
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^ For comparing standard and new views |
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a) Render Picture Viewer (Shift + R) |
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b) move keeping square (top-left) to the square of Viewport |
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^ Materials |
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a) firstly, it's always ticked Color and Reflectance |
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b) Color |
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a) Color > Color: here we can change Color and regimes of color space (hsv, rgb) |
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c) Brightness: can change brightness 0 - 10000% (default 100%) |
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d) Texture: can create new texture, load image and load preset |
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` Clear; Load image; Create New Texture: |
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^ Texture |
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a) Creating new texture: |
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`Name; |
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`Width; |
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`Height; |
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`Resolution; |
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`Bits per channel: 8, 16 or 32; |
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`Mode: RGB, Grayscale; |
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`Color: Color (default), Transparent, Background, Foreground; |
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b) From Disc: loading an image; |
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`Copy Shader; Past Shader |
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c) Load Preset; Save Preset |
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d) Bitmaps |
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e) Color; Fresnel; Gradient; Noise |
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f) Coloriser; Filter; Fusion; Layer; Posteriser |
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g) Effects: |
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`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 |
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h) Mograph: |
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`Beat Shader; Camera Shader; Color Shader; Multi Shader |
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^ Texture (part 2) |
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a) Plugins: |
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`Corona VRayBridge RealFlow Wet Map Wave Shader |
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b) Sketch and Toon; Surfaces; Polygon Hair; Substance Shader |
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^ |
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a) Mix Mode: a mixture between creating texture and first color |
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`Mix Strength |
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`Model: Lambertian (for more contrast surfaces) and One-Nayar (for more dispersed ones) -- not fact |
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`Diffuse Falloff |
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`Diffuse Level |
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`Roughness |
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^ |
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a) Prepared Samples in Color > Texture > Effects or Surfaces |
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b) When sample is chosen, we can edit it pressing on name of texture or on image |
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c) return from editor of texture by means of arrow-left |
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^ Material > Color > Texture: 5 groups |
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a) clear, load image, create new texture, copy shader, paste shader |
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b) load preset, save preset |
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c) color, fresnel, gradient, noise: for generation of color |
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d) colorizer, filter, fusion, layer, posterizer: for mixture or combine textures or color correction |
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e) effects, moGraph, sketch and toon, surfaces, polygon hair, substance shader: sampled shaders |
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^ UVW ~ XYZ |
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^ Setting Texture: |
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a) Via Tag |
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`Projection: flat (default) |
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`Projection Display: Simple |
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`Side: Both |
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`Mix texture |
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`Tile (ticked default): if untick, visible in Viewport only in textured part of Object |
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b) Seamless: texture without any seams 2 Via Use Texture Mode |
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`it's far easier |
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^ Material > Color > Texture > Gradient > Gradient |
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a) PKM on the schedule of gradient: |
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`Distribute knots -- makes equal distance between knots |
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`Invert Gradient |
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`Double knots |
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`Bias handles (default ticked) -- initially, a point in the centre of schedule, which we can shift changing transition of color |
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`Interpolation of all knots -- types of transition between colors: |
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,smooth; |
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,cubic; |
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,linear; |
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,step (sometimes can be useful); |
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,blend (sometimes can be useful) |
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`Size -- it's viewing of the size of gradient: |
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,small; |
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,medium (default); |
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,large |
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^ Material > Color > Texture > Gradient > Type |
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a) 2D - U |
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b) 2D - V |
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c) 2D - Diagonal |
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d) 2D - Radial |
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e) 2D - Circular |
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f) 2D - Box |
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g) 2D - Star |
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^ Material > Color > Texture > Gradient > Type (part 2) |
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a) 2D - Four Corner |
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b) 3D - Linear |
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c) 3D - Cylindrical |
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d) 3D - Spherical |
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