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^ Material > Diffusion |
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a) Diffusion is used for shading channel Color or for adding heterogeneity |
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b) Diffusion always gives only neitral color (from white to black) |
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^ Texture > Effects > Ambient Occlusion strengthen dust, dirt on objects (makes stronger contrast on shades) |
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a) Color -- here's Gradient for regularity contrast |
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b) Minimum Ray Length |
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c) Maximum Ray Length |
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d) Dispersion |
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e) Accuracy |
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f) Minimum Samples |
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g) Maximum Samples |
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h) Contrast i) Invert Direction (Default unticked) |
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^ Color > Color > Texture > Filter: lets change hue, saturation, brightness and so on (similar to photoshop) |
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a) Gradient curves -- like filter curve in After, Photoshop, etc. |
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^ Material > Luminance |
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a) it's usually with Color > Color (make lighter) |
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b) if you want to make lighter setting channel Color, just copy shader and in Luminance, Past Shader |
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c) Luminance > Color -- if just influence of Luminance > Texture, then Luminance > Brightness goes down to 0 |
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^ Material > Transparency: |
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a) if Transparency is ticked, object's totally transparent |
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b) if returns opaque, then just Transparency > Color > Vivid down to 0, or Transparency > Brightness down to 0 |
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с) Refraction -- we can choose prepared preset (glass, water) or make it by hand |
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d) if doesn't need to use Reflectance in material -- Reflectance > Close eye in Default Specular |
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e) Refraction Preset > PET (for plastic) |
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^ Material > Transparency: |
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a) Total internal reflection (default ticked) b) Exit reflection (default ticked) |
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^ Material > Transparency > Texture > Fresnel: |
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a) Standard Black&White Gradient, first, invert Gradient |
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b) White for transparency, just ended knot shift |
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c) Color can be changed in Color > Color or in Transparency > Texture > Fresnel -- changing color of left knot |
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^ Material > Transparency |
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a) Absorption color |
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b) Increasing Absorption distance will make less Absorption color, if white then distance doesn't make sence |
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c) Blurriness -- demands lots of power (5% enough) |
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d) make better Blurriness with Min Samples, Max Samples and Accuracy |
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^ Material > Reflectance |
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a) Transparency > Layer Sampling > Exit Color -- changing color of reflectance |
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b) We can choose all parameters on spot with Shift + PKM > Reset to default |
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^ Tag Compositing |
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a) untick Seen by camera often helps |
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b) untick Cast Shadow -- don't throw away Shadow from Object in Render |
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^ Tag Target |
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a) Move needed Object into Target Object |
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b) Choose right Orientation in Object |
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c) We can position anywhere, Object will look at needed Object, or else, we can position needed Object anywhere, Object all the same look at one |
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^ HDR Objects |
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a) use for reflections from environment |
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b) new Material only with Luminance |
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c) in Content Browser find HDR and move chosen HDR file (keeping LKM) into Luminance > Texture |
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d) if we don't want to see HDR, but only Reflection, add tag Compositing, where untick Seen by Camera |
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e) if we want lighter reflection, Luminance > left-black arrow Texture > Exposure |
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^ In computer graphics there's no need to foollow physical laws |
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^ For testing variants use Physical Render > Physical > Sampler > Progressive |
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a) it's faster |
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b) it will never stop |
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^ Simulate > Cloth Surface |
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a) Subdivisions |
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b) Factor |
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c) Thickness |
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d) sometimes, there's no refraction (on Sphere), so Cloth Surface > Thickness solve this problem |
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^ Save without BG |
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1. a) on object tag 'compositing' |
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b) ctrl+B > Save > File path and Format (png, alpha channel, straight alpha) (tif doesn't cope with this task) |
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c) ctrl+B > tick Multi-Pass and Multi-Pass >tick Object Buffer where notice Group ID '1' |
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d) Compositing > Object Buffer > Enagle '1' |
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e) shift+R |
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2. if i doesn't want to see other objects |
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a) on another object 'Compositing' > Objec Buffer > Enable '2' (other) |
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b) Tag > untick seen by camera |
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c) we can untick 'cast shadows' and 'seen by rays' |
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* |
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^ Sweep |
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a) Works with two primitives (only primitives) |
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b) Can make Spring with Helix and Circle |
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c) Don't forget about complex figures, example |
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- Star over arbitrary Spline |
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^ Helix |
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a) Can easily create movement of a car that circling up to a mountain |
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- Via Animation tag > Align to spline |
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^ An Excellent method of making curly objects around sth |
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a) Set Helix -- angle, height and so on |
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b) Use daughter deformer FFD -- very useful |
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- Increase Grid points -- the more the better |
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`Select with (0) part and improve with Position and Size |
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- Increase Grid size |
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c) After making, select Helix and Object > Current state to Object |
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- Allows create separate spline |
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d) Created Spline and Circle (or Rounded Rectangle) into Sweep |
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^ Viewport Solo Single -- (very useful) allows to display only select objects |
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* |
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^ |
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a) Creating key frame (F9) |
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- Sign doesn't look selected, but a frame puts |
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b) Automatical creating of key frames (Ctrl + F9) |
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- We must always create the first key frame by handy, otherwise don't work |
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^ Project Settings (Ctrl + D) |
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a) Minimum time -- here we can set the start time |
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- The same on Material Manager (the most left) |
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b) Maximum time -- here we can set the end of time |
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- The same on Material Manager (next to player) |
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c) Preview Max Time -- here we can set the a range of preview time |
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^ Sometimes, it's better to get the needed frame via mini-window of the current frame |
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a) The most right on the Material Manager |
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- We can click on the viewport + Tab |
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b) The second method, just click on the Timeline |
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- The same on Material Manager between Minimum time and Maximum time (slider) |
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- Animation is looped within Preview Max Time |
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^ Timeline |
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a) We can select several frames, just holding LBM on the Timeline and cover necessary frames |
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- Deselect: click on the viewport or better accuracy out of selecting timeline horizontally |
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b) We can change trajectory with movement for points in viewport |
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- They don't have axis, so don't change them in Perspective |
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