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Extrude: kéo nhô cao hoặc đẩy xuống theo một phương pháp tuyến của mặt hoặc nhóm các mặt. Bạn có thể extrude một cách chính xác bằng cách xác lập các giá trị. Để làm được điều này bạn hãy click chuột vào ô vuông cạnh nút Extrude khi đó bạn có 3 loại extrude:- Group: extrude các mặt theo cùng một hướng là trung gian của các pháp tuyến của các mặt được extrude.- Local Normal: extrude các mặt có sự liên kết giữa các mặt, nhưng mỗi mặt được extrude theo phương pháp tuyến của nó.- By Polygon: extrude các mặt một cách độc lập, theo phương độc lập.- Extrusion Height: chiều nhô cao hoặc đẩy xuống của các mặt.

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Hng Dn 3dsMax

C in Th Lt Tp Ch Tranh Mosaic Thanh Bn nh Chp Nhanh ng Thi Gian1. JUL31

Editable Poly phn 2IV. CH POLYGON SUB-OBJECT: hiu chnh i tng con cp mt

1. Bng cun Selection:

Hp kimBy Vertexdng chn cc a gic c chung nh vi im m bn click chut l nh ca cc a gic , ni th nghe c v phc tp cn lm th rt d bn hy th xem s hiu ngay thi..Hp kimIgnore Backfacingrt hay, khi bn click chn n th bn s khng lo chn nhm phi a gic pha sau ca hnh khi.Shrink v Grow:tng t ch Vertex nhng y p dng cho polygon. Dng ch "Polygon 55 Selected" c ngha tng t nh ch Vertex.2. Bng cun Edit polygon:

Insert Vertex:thm im mi thng dng to im ti mt v tr mong mun trn mt mt no . ng dng n trong Model ca bn, ch nn dng th nghim thi.Extrude:ko nh cao hoc y xung theo mt phng php tuyn ca mt hoc nhm cc mt. Bn c th extrude mt cch chnh xc bng cch xc lp cc gi tr. lm c iu ny bn hy click chut vo vung cnh nt Extrude khi bn c 3 loi extrude:- Group: extrude cc mt theo cng mt hng l trung gian ca cc php tuyn ca cc mt c extrude.- Local Normal: extrude cc mt c s lin kt gia cc mt, nhng mi mt c extrude theo phng php tuyn ca n.- By Polygon: extrude cc mt mt cch c lp, theo phng c lp.- Extrusion Height: chiu nh cao hoc y xung ca cc mt.

y l kt qu tng ng ca loi: Group, Local Normal v By PolygonTi chn cc mt bn ca mt tr 10 mt, ri extrude theo 3 cch ni trn: Group, Local Normal v By Polygon:Outline:phng to hoc thu nh cc mt hin hnh.Bevel:l s kt hp ca Extrude v Outline:

Insert:cng c ny gn ging vi Outline, ch khc l n to cc mt mi.Bridge: To cu ni gia cc mt.Flip:o ngc mt (khng bit p dng vo vic g y?)Hinge From Edge:cng c ny xoay mt mt quanh mt cnh - tng t nh khi bn m ca s vy.Extrude Along Spline:ko nh cao mt polygon theo mt ng Spline c sn. y ti to ra mt Spline, sau chn mt Polygon bt k, sau click vo nt [Extrude Along Spline] ti c hnh di. Bn c hiu y l hnh g khng? Ti cng khng bit gi n l g na.

Vn l Spline va ri nhng ln ny ti p dng vi mt polygon ca Box. Bn c bit y l hnh g khng?

3. Bng cun Edit Geometry:

Create:to ra cc mt mi, tuy nhin ti khng s dng c??Collapse:bin mt ang chn thnh 1 im.Attach:Nubn c mt mt (polygon) mt v tr khc v mun gn n vo vi vt hin hnh th hy p dng cng c ny.Detach:Tch mt (polygon) ra khi i tng hin hnh (ging nh con ci ln ri th phi ra ring vy). Chn mt vi polygon, nhn Detach v chn cc ty chn bn mun.+ A complete detach: tch cc polygon thnh i tng mi.+ To Element: tch chng tr thnh mt phn (element) ca model.+ Detach As a Clone: to mt b polygon mi, v gi nguyn cc polygon c.Slice Plane:y l mt trong nhng cng c quan trng nht trong ch polygon sub-object.u tin chn cc mt mun ct -> nhn [Slice Plane] -> bn s thy mt mt phng c gizmo - mt phng ct, xoay v di chuyn n c ng ct mong mun -> nhn [Slice]Slice:Thc hin lnh ct nh ni trnReset Plane:Tr mt phng ct li v tr ban u, cc k hu dng!Quickslice:thc hin ct nhanh cc mt, m khng cn n Plane Gizmo, tuy nhin trnh nhm ln khi ct bn ch nn thc hin cng c ny cc khung nhn vung gc nh Top, Left, Front...Cut:ging nh khi bn ct ch theo hnh c sn v dng con dao co ru hy dao ct giy ling theo cc ng vch sn vy.Tessellate:ct polygon ca bn thnh 4 phn bng nhau.4. Bng cun Polygon Properties:

Material ID:gn cho polygon mt s nh danh (ID) dng xc nh m s ca vt liu sau ny s dng trong loi vt liu con trong vt liu Multi-Sub Object.Select by ID:Chn cc polygon c cng mt ID.Smoothing Groups:khng hiu??5. Bng cun Subdivision Surface:

y l mt php Mesh Smooth c tch hp lun vo polygon sub-objectUse NURMS Subdivision:Check nt kim dng/khng dng.Smooth Result:ging nh mt php smooth nhng khng thay i mt.Display: Iterations:s lng ni suy/lm mm dng cho hin th (ng chn s >5 my ca bn s b "" cho m xem)Display Smoothness:gim bt s lng mt ca php smoothRender: Iterations:p dng khi bn render.Render Smoothness:p dng khi render.V. CH ELEMENT SUB-OBJECT: hiu chnh i tng cp element (tm dch l thnh phn)??Ci ny chng bit dng lm g c, vo ch ny ri click vo i tng l n select lun c khi. Cn cc cng c cc bng cun th cng c chc nng na n vi Vertex, Edge, Polygon.ng31st July 2013biChin Cng0Thm nhn xt2. JUL31

Editable Poly phn 1EDITABLE POLY (tm dch l: b mt c kh nng chnh sa c)

y l cch thng dng to hnh trong 3Dmax, ngoi Editable Poly bn cn gp Editable Mesh, Editable Pactch, NURBS. s dng c ch ny bn cn phi chuyn i nhng hnh khi c bn tr thnh nhng khi c kh nng chnh sa c (Editable).* Cch lm:bn chn vt th cn chuyn i, click phi chut chn Convert To: -> chn ch cn chuyn i (vd: Convert to Editable Poly).

Click chut vo th Modify -> click vo du cng [+] bn cnh dng Editable Poly bn s thy:

bi ny bn s lm quen vi khi nim v ch sub-object. Trong ch Editable Poly ni n Sub-Object l ni n: Vertex, Edge, Border, Polygon, Element. bt u vo ch Sub-Object th bn c th click chut vo du cng [+] bn cnh dng Editable Poly ri chn ch hiu chnh tng hg, hoc nhn Ctrl + B trong khi ang chn vt th.I. CH VERTEX SUB-OBJECT: hiu chnh i tng con cp imVD: To mt khi cu Sphere -> Convert sang Editable Poly -> Click vo th Modifier -> click du cng [+] bn cnh dng Editable Poly khi di th Modifier s l cc Bng cun (roll-out) tng ng vi tng ch Vertex, Edge1. Bng cun Selection roll-out

Hp kimIgnore Backfacing(b qua mt pha sau) rt hay, khi bn click chn n th bn s khng lo chn nhm phi im pha sau ca hnh khi.Trong bng cun ny bn c th thay i (di chuyn) gia cc ch SO, c biu th bi 5 biu tng t tri qua phi tng ng vi: Vertex, Edge, Border, Polygon, Element. Biu tng no ang c mu vng c ngha l chng ta ang ch sub-object . chn mt im bn click chut vo im , chn nhiu im cng lc bn nhn Ctrl + click vo im , hoc bm + ko r chut to vng chn ri th chut (vi cch ny bn c th la chn c tt c cc im nm trong vng chn c mt trc ln mt sau ca hnh khi hy cn thn). Nu mun b chn mt im hy nhn phm Alt + click vo im cn b chn.Khi chn mt im, bn cn ch dng ch "Vertex 2 Selected" c ngha l im 2 ang c chn. Nu bn chn >2 im s hin dng ch x Vertices Selected y x l s lng im bn chn.Shrink: y l cng c "lm nh" vng chn hin thi, ch c hiu lc khi bn khng chn ton b vt th (hy th n Ctrl + A sau click vo nt [Shrink] xem sao, sau chn mt phn ca vt th ri click vo nt [Shrink] bn s bit ngay tc dng ca n).Grow:Ngc li vi Shrink, nu bn khng chn im no th s khng c g xy ra khi click vo Grow, hy chn mt vi im ri click vo Grow xem.Ring v Loop: b v hiu ha, ch c hiu lc khi bn ch Edge v Boder (s tm hiu hai cng c ny sau, cng c ny cng rt hu dng y)2. Bng cun Soft Selection: (la chn mm) s dng c ch Soft Selection, bn cn kch hot nt kim bn cnh "Use Soft Selection". Gi s bn mt im khi mu sc ca im s biu th mc nh hng ca php iu chnh tc ng ln im .Click hot nt kim Use Soft Selection ln, bn hy click vo mt vi im pha trn nh ca khi cu ri th Move ti v tr khc xem bn s thy khi cu trng nh lm bng cao su vy.3. Bng cun Edit Vertices:

Remove:dng xa cc im khng cn thit.Break: nu p dng lnh ny cho im ang c chn, n s "tho ri" cc im ra khi cc cnh ni vi im ang chn. Khi nhn Break bn s khng thy kt qu g c, mi th vn y nguyn iu khng ng Break lm vic, thy c bn ch cn click chut vo im ri di chuyn ti v tr khc xem. Lu : bn ch Break c i vi im c >2 cnh ni n.Extrude:Kh din t thnh li, ni chung l cng c ny s ko di nhng im ang c chn v to ra nhiu im mi. hiu r hn th bn phi lm th mi bit c.Weld:Dng hn hai hoc nhiu im thnh mt, cng c ny thng dng sa cha nhng li khi to b mt Suface hoc nhng ci tng t (v d nh Model hnh u con m trong bi thc hnh ca website ny)i khi Weld khng lm vic v mt l do no , lc ny bn cn dng Target Weld.Target Weld:lm vic ging nh Weld, nhng c v tin li hn weld. Bn chn im th nht -> click vo [Target Weld] ri click vo im th hai, hai im s tr thnh mt.Chamfer:khng din t c!! ni chung l n s to ra mt mt phng mi t im ban u.

Connect:lin kt 2 im (cng nm trn mt mt phng) c chn, bng mt on mi ni gia hai im .Remove Isolated Vertices:xa cc im nm n c mt mnh.Remove Unused Map Vertices: chu, khng bit p dng nh th no, th bn p vt liu Map cng khng xong!!4. Bng cun Edit Geometry:Create: to ra im mi, mi ln click chut l bn to c mt im, nu khng bt ch Snap (bt dnh) th rt c th bn s to ra cc im khng mong mun.Collapse:tc dng ging viWeld, chn cc im bn mun -> nhn Collapse tt c cc im s chm li thnh mt.Detach:s to ra mt hnh khc c lp hnh c, hnh mi ny tc ra s ly i mt phn ca hnh c. Cng c ny khng c ch lm trong ch Vertex.Hide Selected / Un Hide All / Hide Unselected:n im la chn/b n tt c cc im/n tt c cc im tr im ang c chn.II. CH EDGE SUB-OBJECT: hiu chnh i tng con ch cnh1. Bng cun Selection roll-out:

Khi hp kimBy Vertexc chn, bn s chn c cc cnh ni ti im m bn click chut.Hp kimIgnore Backfacingrt hay, khi bn click chn n th bn s khng lo chn nhm phi cnh pha sau ca hnh khi.Shrink:Gim dn vng chn (lm vic ging vi Vertex)Grow:Tng dn vng chn (lm vic ging vi Vertex)Ring and Loop:Ring chn cc cnh song song vi cnh ban u, Loop chn cc cnh tng giao vi cnh ban u.

Chn mt cnh ri click [Ring]Cn nu ti chn mt cnh ri nhn Loop:

2. Bng cun Edit Edge:

Remove:xa cc cnh chn.Split:chng bit nt ny lm g, click vo chng thy nhc nhc g c.Insert Vertex:thm cc im mi.Weld:Hn cc cnh, khng c tc dng g, nghe thy kh hiu ri!!Extrude:ko nh cao/xung thp theo cnh c chn. y l kt qu trc v sau khi ExtrudeTarget Weld:khng thy c tc dng g c, tt nht l khng dng n.Chamfer:vt cnh - n chia mt cnh thnh 2 v to ra cc mt mi.Connect:Ni cc cnh, bng cch to mt cnh mi ni hai trung im ca hai cnh ban u.III. CH BORDER SUB-OBJECT: hiu chnh i tng con cp ng bao quanh vt th.Trongch ny cng c cc cng c nh ch Vertex, Edge tuy nhin khng hu dng lm v khng phi lc no cng s dng c cng c ny cho nn ti khng gii thiu y.ng31st July 2013biChin Cng0Thm nhn xt3. MAR21

74 Th thut 3Ds MaxChia s vi cc bn 74 th thut s dng 3Ds Max:

1. Cc sence vi nhiu face, n O cc vt th hin th display as box khi pan, zoom, rotate khng b git hnh.

2. n I max zoom vo v tr con tr vo gia mn hnh (rt tin li khi v spline).

3. C th s dng 2 dng lnh gc di bn tri ca max nh l 1 mytnh (caculator)(nhp php tnh dng trn v n enter ra KQ dngdi).

4. Dng "Arc Rotate Select" hoc "Arc Rotate SubObject" s xoay quanh im Pivot ca i tng ang chn.

5. SHIFT+G = Hide Geometry,

SHIFT+L = Hide Lights,

SHIFT+C = Hide Cameras,

SHIFT+S = Hide Shapes.

6. Chn 24 vt liu bn hay dng, save vo th mcdefaults\max\Medit.mat khi m max ra lun lun c 24 vt liu trong Material Editor.

7. Save setting vray preset, sau load ra cho khe, ci ny tin cho test, cn render tht th ty sence m chnh.

n gin vic chuyn 24 vt liu qua vt liu vray cn c cch sau:7.1. n F11 chy max scrip,

7.2. Copy and paste dng command: for m = 1 to 24 do (meditmaterials[m] = VRayMtl())

7.3. n Enter.

8. Trc khi render ra file in kh ln (A1) th bm F10, phn outputsize chn Vistavision. Width = 3000. height = 2000. Sau khi render xonglu file tif, ng chnh g ht. khi i in kh A1 ( 84 x 60 ) c thqua photoshop chuyn sang file jpg cho nh.

9. Bm nt X bt/tt biu tng trc ta khi move.

10. Nhng cch c th lm max render nhanh hn:

10.1. Khng pan, zoom khi ang render (my yu th ng c pan, zoomkhi ang render, nu tt chc nng show calculator ca Irr vLightcache cng tt)

10.2. ng tham qu vi vray fur, displacement (c th tt 2 chc nngny ri tnh Lightcache sau save Lightcache map, bt 2 chc nng ln load file lightcache map ra ri render).

10.3. Hy nhng ci qut cho ci case my tnh thay v qut mt cho mnh.

11. T Vray 1.5 tr ln c th dng VRayOverrideMtl trnh blend color. Dng diffuse l 200,200,200 cho GI material.

12. Khi chy 3ds max 8 (c th 3ds max 9 na , 3ds max 7 hon ton kob li ny) dng vt liu vraylightmtl th khi render s xut hin 1vin en xung quanh ca vt th m mnh gn vt liu vraylightmtl. Cchsa: nhn F10 > renderer > color mapping > chn Sub-pixelmapping + chn Clamp output . Render l ok lun.

13. Alt+D bt tt "User Axis Cosntrain" di chuyn vi bt im trn mt phng hoc 3d.

14. t phm tt cho "Center Point Cycle" bng Number Pad 5, d dngxoay m hnh vi bt im bt k ca "User transform coordinate center".

15. Khi chn lnh Move c mi tn mu theo trc Yv X iu khin to nh ta dng du + hoc -

16. Alt+ X lm trong i tng.

12. Khi edit spline, poly hay mesh, bm 1, 2, 3, 4, 5 vo cc subobject 1, 2, 3, 4, 5 tng ng, bm 1 ln na thot (ci ny kh lc bn nhng m mnh ch bit th thi).

13. Thi quen t phm tt: s 0 l group v 8 l ungroup kh tin li.

14. Khi dng hnh nn ch yu nn bt im bng vertex duy nht c kt qu chnh xc nht, v cng nn dng view User.

15. Nn lm knh ca bng cc khi box nguyn thy trnh b li mo hnh hoc nh sng ko xuyn.

16. Khi copy hoc move i tng c bt im. nn chuyn bt im sang2,5D rt tin khi copy nhiu i tng m khng b nhy theo trc Z.

17. Bt im "snap" (S) vi move, rotate, scale nn kt hp kha itng chn "selection lock"(Space Bar on/ off). Khi kha i tng chnbn c th d dng bt im ti i tng khc !

18. Chn sub object move th im cn bt l pivot ca sub objectc chn, bn ch cn bt im ch! p dng cho 3ds Max 8 tr i.

19. Khi ang v line m chng may c 1 ng b sai im bt th ta n nt Backspace quay li ng trc (tng t Ps).

20. - Nhn Q v cng c chn (Q vi ln na thay i hnh cng c chn (hnh trn, hnh vung hay a gic v.v....)),

- Nhn W Move,

- Nhn E Rotate,

- Nhn R Scale.

21. n nt Alt+Q v chn mt object no bn s tt c layer cnli, mun m layer li thi ch vic bm vo ci box mu vng.

22. Copy/paste/paste instance trong bng qun l l lch ca i tng(modifier edit stask) s lm gim bt thao tc cho cc i tng chnhsa ging nhau.

23. Chn nhanh cc i tng instance:

23.1. Chn vo 1 i tng m bit chc rng n instance vi nhiu i tng khc,

23.2. Dng "select by name" [H] vi ty chn trong hp kim (select dependents),

23.3. Cc i tng instance cng i tng c chn.

24. Mirror nhanh 4 gc (nu 4 gc ging nhau) ci ny lm mi ao ca cha rt thch hp:

b1. Ch cn v 1/4 ca mi ao,

b2. by gi mirror bng modifier list>mirrornh chn [copy] options,

b3. xong - Ctrl+B chn mirror center Sub-Object,

b4. Dng, move, ... (hoc thao tc tng ng) "mirror center"Sub-Object vo im tm ca mi theo chiu trc tng xng - Vd: trc X,

b5. Copy mirror modifier (trong modifier edit stk) & paste lun lntrn u danh sch, v i trc vung gc vi trc trc -VD: trc Y

25. Edit/Editable Mesh hoc Poly khi boolean vng khp kn ca spline (shape) tht bi do

Nguyn nhn:

1. Vng giao khng r rng (trng spline edge segment, hoc spline vertex sub-obj.

2. Attck cc spline nhn bn.

Gii quyt:

1. convert li v Convert to Editable spline ri li boolearn tip.2. i cc segment (on thng) v line.

3. i cc vertex(nh nhn) v corner vertex ri li boolearn tip.

26. Nu copy/paste UVW Map lm 3ds max nhy ra ngoi th cn cch na,gn nhanh UVW map cho ging nhau gia 2 vt th: Acquire>AcquireAbsolute>OK

27. Nn tt active ca nhng shortcut ca: edit/editable poly &mesh i dnh ton b cho Main UI, v chng ta lm vic nhiu vivic zoom/pan m nhng ci nh hng nhiu. Vd: Ctrl+W l zoomreigion m active edit/editable poly & mesh li thnh ra weld, nhvy lm mnh kh xoay x.

28. Move 1/2 kch thc ca Element Sub-Object ca Edit/Editable Poly& Mesh s rt th v cho nhng model un nn theo cc ng dncong queo, c bit vi cc: PathDeform, Spacing Tool...

29. Dng system unit = inch, Display unit scale = Metric = mm, hay tng tS v ngay cc AEC Object nh Door, Window, Railing, Stair vi nhngkch thc mc nh tng xng. Chng ta c th dng ngay kch thcny tuy n hi l

Trc khi merge nn lu "system unit ", bn c th vn dng n trongvic i t l & kch thc trong cc bn v kin trc. Vd: bn nnmerge cc file th vin trong b arch model (n v inch) sang 1 filemi vi n v Metric=mm, sa hoc gn li vt liu... v s dng (cth l xref, c th l proxy, hoc merge).

30. Shift+I: cng c Spacing Tool - dng copy i tng theo slng t chn hoc kch thc t chn theo ng path (tnh cht nhcng c measure trong Autocad) cc bc thy ci bng ca n s d dngbit cch dng, rt hu dng trong vic copy cy hoc n ng trongphi cnh tng th.

31. Gi phm "Alt" trong khi bm nt cun ca chut xoay hnh.

32. G "V" chn hng nhn.

33. Material ID ca extruded, beveled, ... ng mt cng edit/editable poly, mesh gn li id

1 cho mt np (cap end),

2 cho mt y (cap start),

3 cho mt cnh.

Vi cc AEC obj nh door, window, railing id 3 dnh cho cc b mt bn mun gn knh vy cng ch cn set number id =3.

34. Bn c on m g b hon ton vt liu ra khi i tng. Nhngkhi kch hot th c g ton b vt liu cc i tng khc. cch no ch g b material i tng c chn ?

C1: Utilities > more >UVW Remove >Materials > Ok

C2: Ch cn gp none trong [material/map browser] vo object ang chn,nu th c chn l mt ng vt th hay mt nhm (group) th 2 la chn: Assign to Object/Selection l xong.

35. Vo tools \ light lister chn v chnh nh sng nhanh hn.

36. Vo edit \ select by \ color chn cc vt th cng mu (chn mucho vt th name and color) cch ny qun l gn ging nh qun llayer cad.

37. Canh gia tm i tng, cch ny gip bn xoay i tng ng ngaytm ca n: click tab hierarchy ( bng Command panel) chn tab pivot,click affect pivot only chn center to object.

38. Sng dy c lun "chc" ci nh render m ko phi thc khuya: Rendering > Batch Render.

39. Lm th no render c cng trnh dng khung dy?

C nhiu tham s t vt liu ren nh th. vi vl thng ca max(standard) bn dng wire [] trong tham s nhm u - shader basicparameter bn c th t size cho nhng nt khung dy bn mun trongtham s nhm - extended parameter

Nu bn mun cu k hn Vd: va c nt khung dy va th hin t bng b mtbn nn dng vt liu vi vrayedgestex. Kch thc ca dy by gi n tn l thickness.

40. So snh spline step:

- Optimize nh xe my s, khng tin nhng tit kim xng.

- Adaptive nh xe my ga, tin v tn xng.

41. Mun modifier surface ngon lnh th quy tc ti a 4 nh ni ng v ti thiu 3 nh ni ng.

42. Cross section trong edit/edit spline tin hn modifier cross section

43. Cc sence vi nhiu face, n O cc vt th hin th display asbox khi pan, zoom, rotate > khng b git hnh (vi iu kin ShadeSelected Tooggle hoc Shade Selected Faces Tooggle ( F2 ) kkng ckch hot).

44. Khi ang render mi pht hin c 1 vng nh b li (gh b baychng hn) > c bnh tnh ren tip > save. Sau chn renderregion, ko ci vng chn cho n trm ln hn ci vng nh b h 1 t> nhn OK render li vng > save thm 1 tm khcv Ps nhp 2 tm li, dng cng c erase xa bt cc vin kg u mu, nhn Ctrl+E merge lp li > save i in.

45. C cch no chnh See through hon ton khng? Ngha l n mthn ci mesh i ch c khung wire khng nhng vn ch smooth +highlight.

- Gn cho n vt liu standard vi opacity =0 < trong menu ca viewport chn tranperency l Best.

- Chn i tng, phi chut > properties > check See through.Nu check ci Backface cull > khi ch khung dy s ko nhn ccc dy pha sau > hu dng khi dng hnh cc i tng "lngnhng"

46. Khi lm 1 na hnh th c th chnh hnh kia ch smooth? Lm 1na, na kia copy ra bn reference. sau p modify turbosmooth chobn ny. Ch l turbo smooth nm trn ci ng k. Khi chnh bnchnh th bn copy s thay i dng smooth. Cn bn smooth mtli th vo Viewport Confiruration check vo Display Selected withEdged Face. S thy c kt qu smooth r rng khi hiu chnh model gc

47. Tng 1 ci dummy vo gia cng trnh, ri bn khng ch la chn helpers thay v allri cho sp ca bn xoay thoi mi m khng cn s sai lch.

48. T gc cam, bn nn chuyn ngay v Perspective khi ri ch ngi!Nu khng bn s mt toi gc cam khi quay tr li!

49. Xin hi c cch no render phi cnh ton khu gm 5 cng trnhging nhau m khng phi copy? Cu k qu! Copy hay khng th cng vythi, khc g? i khi copy vi proxy obj li tt hn y ch. Tuynhin, khng c t copy m nh bn mun t ch c 1 cch: modifierlist > substitute, c 2 la chn 1 cho obj, 1 cho xref, bn xref cinh vo v thc hin thi. Chc th v!

50. Nn bt ty chn "show vertex number" ca edit spline dnh cho cc profile kn cn bit chiu ca n!

51. Nu dng railling lm vch knh, th cc gc nhn ca ng splinedn nn l corner vertex, nu nh n khng lin quan n on cong no!

52. Thng thng anh em mnh ai cng dng t nht l 2 my, 1 c quanv 1 nh, lm th no khi chuyn file i, chuyn file li m khngphi quan tm n v archive file na ?! Cch tt nht l b thi gianra sp xp li h thng cc file phc v cho cng vic. Vd: nh my em,tt c cc h thng map, texture em u D, my nh cng nh cng ty, ng dn ging ht nhau, th l copy i copy v cng ch cncopy file max thi...

53. Mun tm ci thc o trong max th tm u? Bn vo bt imchn Vertex ri vo Tools/ Measure distance chn 2 im cn o khongcch s thy kch thc hin gc tri mn hnh.

54. Clear all smoothing group cho tt c nhng poly phng trnh s chuyn mt khng ng c

55. Turn edge ca edit/editable mesh kh th v, cn trong edit/editable poly th ti cha tm thy n u c!

56. Khi l thu nh ca s Max lc ang render, trng hp khng m lnli c! Nhn Ctrl+Alt+Del (hoc Ctrl+Shiftr+Esc) v tab Applications,nhp chut phi vo MAX... ri maximize l c.

57. Khi model nn import mb t cad (truc khi import mb cad cc bn nnbo layer tng v chuyn sang 2 layer mi loi b cc nt trng -nu ko khi bn extrude bn max- n s to thm face trng v ren s bli) vo max-extrude-covert v poly , ko nn v theo kiu ghp khi trnh cc li gia cc din khi chng ta truy bt im(snap- phm tt:S) ko chun xc

58. gim thiu thao tc v click chut chng ta nn ti a cho vic t phm tt.

59. T hay phi v pc t mt bng ca ngi khc nn ton ly nt tngbao ngoi extruded no capping vi hseg=4, xa cc polygon subobj cakhong m nh ca s ca i & khong m ri shell iner amout=dytng. t khoi cch v ny- khng bit anh em c thch khng?

60. ng bun khi nhp dwg vo m cc on cong tr nn thng un, bnch cn chn segment sub [2], select all [Ctrl+A] v chn tip curverngay ti menu chut phi! bn cng nn liu cm m gp mm cho splinestep nh!

62. ng nn dng scale thng thng trong c max v cad, iu ny lm kch thc chnh xc ca i tng tr nn bt kham.

63. Thay i units setup vi system units ri merge qua merge li, scho bn cm gic th v khi chuyn i gia cc n v m, mm, v thmch c inch

64. Chn i tng, nhn Z, i tng s c zoom to nht c th trnviewport. Nhn Z khi khng trn i tng, tt c object trong scene szoom li trn viewport. Cch ny n gin nhng hiu qu.

65. Nu khng mun 1 vt nh hng mu ca vt khc th lm th no?

C mt cch tm tm : Chn vt th , click chut phi vo n chnvray properties > ch n 2 dng Generate GI v Receive GI, numun n chu nh hng nhiu t mu sc ca cc i tng khc th tngthng s receive, v ngc li.

Nu mun mu sc ca n nh hng nhiu n cc i tng xung quanh th tng generate v ngc li.

Dng cch trn c th t tham s pht v nhn GI cho tng i tng,cn nu mun thay i tham s ny cho vt liu th c th s dngVrayMtlWrapper. Cc bc chn VL mun thay i, sau n vo nt chnloi VL, hin ra bng Materials & Maps browser, cun xung chnVrayMtlWrapper , n s hi c ly VL hin ti trong VL lm VL c skhng , nhn ok l ok

66. C nn lm nhiu ng ngang cc thanh, ng nh khng nh? T thyli khuyn ca mt bn ngi Nga nh th, tc l trnh cc polygon mnhm dinht l chy vray c phi khng cc anh em? Tt nhin iu ny lm s nh v mt tng ng k!

67. C ai dng Alt+Ctrl+H (hold) lu li hnh nh file khng? Ciny ging Ctrl+S nhng n khi phc li file ngay c khi file gc likhng chi c na hoc mun th nghim ci g mi m khng mun luli. Khi cn khi phc n Alt+Ctrl+F.

Khi bn c mt file qu nng v d trt trng nhiu cy hay nhiu bngh, file ca bn rt nng, k c n O ri nhng khi zoom, pan n vnnh kiu quay chm th c th chn i tng > phi chut >properties > pick vo display as box.

68. Ctrl + C to camera ti chnh view Perspective m mnh ng (sau khi xoay b hi tai chn gc).

69. Bn c th kt hp cc phm ctrl, Alt, shift vi chut phi:

Shift + right click = Snap Quadmenu

Alt+ right click = Anmation quadmenu

Ctrl + right click = Modelling quad menu

Shift + Alt + right click = reactor quadmenu

Ctrl + Alt +right click = lighting&rendering quadmenu

l mc nh, cn mun thm bt th bn vo customize / customize user interface/ quads

70. B lnh tt ,cho nhng ngi mi hc:

1. Cc phm F:

F1: Tr gip

F2:Alt + F2: bt dnh ti cc i tng ng cng

F3: chuyn i gia cc kiu hin th Wireframe/smooth + highlightsAlt+F3:

F4: bt ch xem edged faces

F5: gii hn ti trc X

Alt+F5: bt dnh vo li

F6: gii hn ti trc Y

Alt+F6: bt dnh vo cht (pivot)

F7: gii hn ti trc Z

Alt+F7: bt dnh ti nh

F8: chuyn i qua li gia cc mt phng ca h trc to xoyz (xoy,zoy,xoz)

Alt+F8: bt dnh ti im cui

F9: render khung nhn

Alt + F9: bt dnh ti im gia

F10: m hp thoi render

Alt + F10: bt dnh ti cnh

F11: hin danh sch cc lnh trong maxcript

Alt + F11: bt dnh ti cp mt

F12: bt hp thoi transform type-in

2. Cc phm s bn di cc phm F:

`: lm ti cc khung nhn

Ctrl + `:

1: sub-object level 1

2: sub-object level 2

3: sub-object level 3

4: sub-object level 4

5: sub-object level 5

6: m ca s Particle

Alt + 6: n/hin cc cng c chnh

7: m s lng cc a gic

8: bt hp thoi mi trng (environment)

9: m ca s iu chnh nh sng nng cao

0: m hp thoi render to texture

Alt + 0: kho giao din ngi dng

Du tr (-): thu nh gizmo

Ctrl + (-): thu nh khung nhn

Du cng (+): phng to gizmo

Ctrl + (+): phng to khung nhn

3. Cc phm ch ci:

A: Bt ch bt dnh gc

Shift + A: cn ging nhanh cc i tng

Ctrl + A: la chn tt c cc i tng

Alt + A: cn ging

B: khung nhn di

Ctrl + B: la chn i tng th cp (gn ging vi phm s 1)

Alt + B: t ch nn cho khung nhn

C: khung nhn Camera

Shift + C: n Cameras

Ctrl + C: to Camera t khung nhn hin hnh

Alt + C: ct (trong ch poly subobject)

Ctrl + V: nhn bn i tng

D: v hiu ho khung nhn

Ctrl + D: b chn i tng

Alt + D: bt dnh cc trc to

E: lnh la chn v quay

Ctrl + E: chuyn i gia cc la chn trong php quay

Alt + E: extrude face (poly)

F: kch hot khung nhn trc (front view)

Shift + F: hin khung nhn an ton

Ctrl + F: chuyn i gia cc dng la chn i tng (chn i tng theo vng, theo hnh ch nht, theo hnh trn...)

G: n ng li

Shift + G: n cc i tng hnh hc, ngoi tr cc i tng thuc hnh hc phng (2d)

H: la chn i tng thng qua tn ca i tng

Shift + H: n cc vt tr gip (helpers)

Ctrl + H: quay i tng c la chn xung quanh mt i tng khc

I: Di chuyn khung nhn, n v tr ca con tr chut

Shift + I: cc cng c v khong cch

Ctrl + I: chuyn i qua li gia cc i tng ang c chn vi cc i tng khc

J: bt/tt khung o mu trng bao quanh i tng (trong khung nhn phi cnh)

K: thit lp kho

L: chuyn khung nhn hin hnh thnh khung nhn bn tri

Shift + L: n/hin cc i tng nh sng

Ctrl + L: th hng ca nh sng, vi cc nh sng chun th khi render s ging vi trong khung nhn.

M: m ca s bin tp vt liu

Ctrl + M: bt meshsmooth (trong ch editable poly)

N: bt/tt ch t ng to kho (auto key)

Ctrl + N: to ra cnh mi

Alt + N: cn ging bnh thng

O:Ctrl + O: m file

Alt + O: hin th cc i tng c la chn (ni ln hoc ho ln vo trong i tng khc)

P: Kch hot khung nhn phi cnh (Perspective)

Shift + P: n cc i tng l thuc h thng particle

Ctrl + P: Kch hot cng c di chuyn khung nhn

Alt + P:

Q: bt nt chn i tng (select object)

Shift + Q: render nhanh

Alt + Q: c lp i tng c chn iu chnh cho d.

R: lnh thu/phng t l

Ctrl + R: arc rotate wiew mode

S: bt ch truy bt im

Shift + S: n cc i tng hnh hc phng

Ctrl + S: lu file

Alt +S: cycle avtive snap type

T: Kch hot khung nhn Top

Shift + T: m ca s h thng theo di ti sn v i tng

Shift + Y: phc hi cc thao tc vi khung nhn

Ctrl + Y: phc hi cc thao tc trc s dng trong cnh

U: kch hot khung nhn ngi s dng (user view)

V: m menu la chn cc khung nhn.

X: bt hoc tt gizmo

Ctrl + X: phng to ton mn hnh

Alt + X: hin cc i tng di dng c th nhn xuyn thu qua

Z: phng to hoc thu nh i tng c la chn cho va khung nhn

Shift + Z: quay li cc khung nhn trc la chn

Alt + Z: kch hot ch phng to hoc thu nh khung nhn

W: la chn v di chuyn

Shift + W: n cc i tng thuc "space warps"

Ctrl + W: bt nt iu chnh th trng FOV (field of view).

Alt + W: m khung nhn hin hnh v tm thi tt cc khung nhn cn li

4. Cc phm khc:

[: phng to khung nhn.

]: thu nh khung nhn (vi 3dmax 8 th n c hai phm ny th mi thu nh c khung nhn, cn phng to th khng n lm).

": Bt ch thit lp kho (set key).

: di chuyn thanh trt thi gian tin v pha sau.

?: chy hot cnh.

Insert: di chuyn qua li gia cc ch hiu chnh sub-object (vertex,edge,element...).

Delete: xo i tng.

Home: nhy n frame u tin.

End: nhy n frame cui cng.

Page Up:

Page Down:

71. Gn vt liu t pht sng y: Bt ch render Vray ln ri vobng vt liu chn VR Mtl Light gn vo,vy l n sng nh n Vraylight .Trong vt liu standar cng lm c nhng chn vt liu Vrayth vn p hn.

72. Lm sao Aray vt th theo 1 ng spline v ra nh?

C th dng spacing tool

Bc 1:

- To mt i tng mung nhn bn(i tng 1)

- To mt ng dn cho i tng nhn bn (i tng 2)

Bc 2:

- Chn i tng 1

- Vo Tool/Spacing Tool...

- Hin ln bng spacing tool trong bn chn ng dn bng pick path( chn i tng 2)

- Nhp s lng tng count.

73. Ty thuc vo kch thc nh m bn cn, ta c th xem nn dng kn u. V nhiu trng hp v d ch dng mt ci bit th in ra A4,c rt nhiu bn dng tn n tay nm ca hoc y cc cp camt ci pho, iu ny l khng cn v khi render rt nng m khi in rath khng nhn thy.

74. Dng modify multyres gim bt s lng face ca i tng.Rt cn cho nhng ngi lm phim din ha.

Ngun :taodangcongnghiep.com.vnng21st March 2013biChin Cng0Thm nhn xt4. MAR20

Vray sun v thng s iu khinCh thch: Tt c cc nh u c render di cc thng s Color mapping: HSV exponential, Dark multiplier: 1.0, Bright multiplier: 1.0Kt qu 1: Hng ca VRaySunTh nhim ny dng test nh hng i vi nh sng ca Vray Sun khi cc hng khc nhau, gip chng ta nm r hn cch iu khin mu nh sng, cng nh sng ... khi thay i cc gi tr v cao, hng ca VRay Sun.Enabled: on, Turbidity: 3.0, Shadow subdivision: 8, Intensity multiplier: 0.01, Size multiplier: 1.0

Sun Z height: 500Sun Z height: 1600Sun Z height: 6000 (almost straight above)

Kt qu 2: The Size multiplier parameterTh nhim ny gip chng ta hnh dung r hn v thng s Size multiplier, gip chng ta khng ch c hiu ng (nt, m) v min bng .Enabled: on, Turbidity: 3.0, Shadow subdivision: 8, Intensity multiplier: 0.01

Size multiplier is 4.0Size multiplier is 10.0Size multiplier is 40.0

Kt qu 3: The Shadow subdivs parameterThng s ny khng ch mn ca bng thi ^^ .Enabled: on, Height Z: 1200, Turbidity is 2.0, Intensity multiplier is 0.01, Size multiplier: 10.0

Shadow subdivs is 8Shadow subdivs is 16Shadow subdivs is 48

Kt qu 4: The Turbidity parameterGi chng ta nghin cu n nh hng ca Turbidity. y chnh l thng s iu chnh trong lnh (bi) ca khng kh. . Mu tri v nh sng s vng ln nh thnh ph khi tng gi tr Turbidity v s trong xanh hn nh min qu khi gim gi tr Turbidity.Enabled: on, Intensity multiplier: 0.01, Shadow subdivision: 8, Size multiplier: 1.0

Turbidity is 2.0Turbidity is 4.0Turbidity is 8.0

Kt qu 5: The Intensity multiplier parametern gin y l bi test v cng ca nh sng.Enabled: on, Turbidity: 3.0, Shadow subdivision: 8, Size multiplier: 1.0

Height: Z = 0, Intensity mult: 0.01Height: Z = 0, Intensity mult: 0.03Height: Z = 0, Intensity mult: 0.05

Height: Z = 500, Intensity mult: 0.01Height: Z = 500, Intensity mult: 0.03Height: Z = 500, Intensity mult: 0.05

Kt qu 6: Cc dng Color mappingBi test ny n gin ch l test hiu ng ca vray sun vi cc dng ca Color mappingEnabled: on, Height Z: 800,Turbidity: 3.0, Shadow subdivision: 8, Intensity multiplier: 0.01, Size multiplier: 1.0

Color mapping: LinearColor mapping: Exponential

Color mapping: HSV exponentialColor mapping: Intensity exponential

Kt qu 7: Gi tr OzoneCc tham s Ozone ch nh hng n mu sc ca cc nh sng pht ra t mt tri. Cao hn gi tr thit lp color mapping.Enabled: on, Turbidity: 2.0, Shadow subdivision: 36, Intensity multiplier: 0.01, Size multiplier: 10.0

Ozone: 0.0Ozone: 0.5Ozone: 1.0

Example 8: Shadows

y l thng s iu chnh lch ca nh sng, qu quen thuc t scanline vi direct light ri phi ko ^^Enabled: on, Turbidity: 2.0, Shadow subdivision: 36, Intensity multiplier: 0.01, Size multiplier: 10.0

Shadows: 0.0Shadows: 7.0Shadows: 13.0

(Bin tp L Anh Tunwww.vietcg.com)ng20th March 2013biChin Cng0Thm nhn xt5. MAR20

Lm n bng hunh quang bng Vray

Ta to v x l bng cch s dng vt liu vray wrapper. u tin, to ra mt m hnh, mt n ng hunh quang (dng Cylinder) trn mt bng hp box. Sau y l cc bc:

1. M bng Vt liu (bm phm M). Nhn vo mt trong cc Vt liu trng, thay i mu sc ca diffuse n mt mu bn mun cho n hunh quang ca bn.2. nh du vo hp self illumination sau chn mu n theo mun.

3. Vn cn trong cng vt liu , bm nt standard to vt liu th tc.4. Sau , chnvraymatlwrappert danh sch.5. nh du ntKeep old material as sub-material( gi nhng g to trc), ri nhn ok.6. By gi trn vraymatlwrapper parameter, iu chnh gi trgenerate GI = 10,0 v recieve GI = 10,0

7. To mt vt liu khc (nhn VL trng) ri nhn ntget material(nt trn pha u dy nt mu xanh) v chn vrayHdri v iu chnh h s gi tr multiplier n 3,08. Sau , kch hot li vt liu u tin, sau ko vt liu th hai, vt liu trong vrayhdri bn to, vo vung bn cnh diffuse vt liu u.9. Chninstancev ok. (Tham kho hnh v di)

10. Sau , to ra mt n (omni) v cho cng trong intensity =1, trong tham s shadow chn vray shadow.11. Thit lp renderer vray v Render. Kt qu nh di y.

ng20th March 2013biChin Cng0Thm nhn xt6. MAR20

Hng dn y Linear Workflow

Linear Workflow: Hng dn y LWF - Linear Workflow... rt nhiu ngi bn v LWF trn rt nhiu din n, cng c nhiu bi hng dn, trng nhau cng c v xung t nhau cng c. Bi vit ny l 1 bi hng dn tng hp v c kt t nhiu cch lm v cng khng phi l cch duy nht hay nht v LWF nhng ti tin rngy l mt bi hng dn c ch v d hiu nht v LWF m cc bn tng bit, c bit l cc bn mi tm hiu LWF.VY LINEAR WORKFLOW L G ?

Hy nhn 2 bc nh trn xem c g khc nhau ? Thc ra n chng khc g nhau c, ch khc nhau v cch hin th ca Monitor thi ^^.Vray v 3dsMax x l d liu ca mt bc nh trong mt mi trng khng gian tuyn tnh, cn c gi l Gamma 1.0, nhng hu ht cc loi mn hnh li mc nh hin th cho bn hnh nh vi Gamma 2.2 (sRGB), m v c bn th n lm cho hnh nh cm gic b ti i mc d thc s khng phi ch no cng ti. Qu trnh x l ny gi nh rng bn ang xem hnh nh Gamma 1.0 thay v 2.2, tr khi bn khai bo kiu khc.Tht khng may y cng l mt vn ca 3D, c ngha l rt nhiu " ngh s " khng bit v LWF mt nhiu thi gian dn dng mt cch th cng nhm c gng c c kt qu render thc nht. Nhng th nh b sung thm n chiu sng nhiu hn, tng cng nh sng mi trng / tng ny bt GI, thm mt s n chiu sng xung quanh nhng tt bng vv vv tt c nhng iu lm tng thi gian tnh ton v lm sai lch nh sng thc t cn c ca 1 khung cnh...V by gi chng ta ang nghin cu khc phc nhng vn y ! ^^Vy cc bn hnh dung c LWF l g ri ch ! Chng c g gi l ao to ba ln tn nhiu giy mc, chng c g phi kh kh giu ngh. Ni 1 cch d hiu nht: chng qu n ch l cch khai bo mn hnh hin th cho ng m thi !

Bc 1: THIT LP TRONG 3DS MAXTEXTURES v MATERIALS cng cn phi c chuyn i sang Gamma 2.2. Nn lu rng bn c th dng LWF m khng cn thit lp ng b tt c cc thng s, nhng bn s rt kh s iu chnh chnh xc vt liu bn cn.Vo cutomize/preferences/Gamma and LUT. Thay i setting nh hnh di.

+ Enable Gamma/LUT Correction :Bt tnh nng dng gamma correctiontrong 3ds Max. Khi bt chc nng ny ta mi c th hiu chnh cc gi tr gamma cho nh map u vo v nh render khi save ra.+ Gamma:2.2.Gamma correct s s dng gi tr ny cho nh render. Gi tr ny khng c tc dng vi Vray frame buffer khi cha kim sRGB+Affect Color Selectors: ng b gi tr gamma vi bng mu ca 3ds max, cc bn s thy bng mu mi c nhiu gi tr xm hn (hay c th ni cc gi tr cn trng s nhiu hn).+Affect Material Editor :ng b gi tr gamma vi bng vt liu ca 3dsmax, cc bn s thy cc vt liu c v sng hn+Input Gamma:2.2Gamma mc nh dng cho nh map u vo.+Output gamma): Sau khi gamma correct, nh render xong c save thnh file vo cng. Gi tr ny set bng1.0khi dng vi VRay frame buffer.

MAP U VO:Hu ht cc hnh nh bn tm thy trn Internet hoc t my nh k thut s ca bn s c chuyn sRGB (gamma 2.2) d dng hn trong qu trnh gi lp (chuyn i ngay t u). Mt s tp tin l hu tuyn tnh (nh HDRIs) s khng yu cu iu chnh n 2,2, nh normal maps hay displacement cng vy v n s khng lm vic ng cch. i vi nhng loi nh ny iu tt nht l Gamma theo tng trng hp khi import vo scene ca bn (xem hnh di y).Tc lkhi input bn c th override ty min sao sc nh u vo theo cm nhn ca bn l tt- gi tr override cng cao th nh s cng ti.i vi th vin merger vo th map s t dch theo gi tr input.

Vy l thit lp xong Gamma 2.2 trong 3dsmax, gi chng ta thit lp trong bng setting vray v render vi VRay Frame Buffer.

T bc tip theo s chia 2 cch:

BC 2(cch 01): SETTING VRAYVoVRays Color Mapping iu chnh Gamma thnh 2.2(gi tr ny nh hng ti sng ca nh VRay frame buffer c khi cha kch hot v kch hot sRGB. N s nhn vi gi tr gamma ouput khi ta save nh nn 2.2x1=2.2 l kt qu ng).Kim Dont affect colours (adaption only) (Gi tr gamma ca color mapping khng nh hng ti mu sc, ch nh hng ti qu trnh tnh ton kh noise)

Bn c th dng bt c Type no trong color mapping khi s dng gamma 2.2. Linear trong type ch l tn 1 thut ton tone mapping khng phi ngun gc tn Linear work flow (LWF)Tc dng khi kim vo Dont affect colours (adaption only) l Gamma 2.2 s khng lm sng nh cui cng, tuy nhin V-Ray s tin hnh tnh ton nh khi c lm sng. Hiu ng ny lm cho Vray tnh ton kh noise tt hn bi v n tnh ton mt khung cnh sng hn, do cc hnh nh trong ti v ngoi sng r rng hn. Nu khng kim n ti ngh rng nhiu bn s ku tri ln " i ti sao dng 2.2 nh li bc th, quay v 1.0 thi ! ".

Bc 3(cch 01): VRAY FRAME BUFFERNhng hnh nh bn lu ra vn cn dng tuyn tnh (Linear) d dng iu chnh vi VFB.Vray Frame Buffer khng b nh hng bi cc thit lp gamma ca 3dsmax bc 1 nn nh render c th trng vn rt ti.Bn s phiclick vo nt sRGB di khung hnh cho n sng ln ng vi gi tr gamma khai bo trong Gamma bc 1. Lu rng y ch l cch hin th ch nh vn dng tuyn tnh.

Nh cc bn thy, hnh nh c hin th Gamma 2.2 v vn cn c th iu chnh c vi Vray Frame buffer.Bn thy y, khung cnh sng ln mi gc m ko cn phi tng cng n cng nh tng cc thng s ny bt ln 1 cch thi qu khin khung cnh khng c t nhin. Bn cng s nhn thy rng hnh nh khng rc nh trc. C bn l bi v khi bn mun lm sng cc vng ti bng cch b sung thm n chiu sng n cng tng sng vng nh sng, v vy m n s b vt qu mu trng tinh khit (255, 255, 255), tc l b chy.

Bc 4(cch 01): SAVE NH,NH DNG FILE V RENDERING:Save nh vi gi tr override l 2.2Khi save nh tuyn tnh, nh dng 8 bit s rt tt 1 s di mu tuy nhin s khng cho ton b bc nh. Bt c khi no c th hy save n dng 16 hoc 32 bitng bao gi save dng JPEG vi nh tuyn tnh bi v n s b qua 1 s m nh cn thit khi dch gamma.

BC 2(cch 02): SETTING VRAYVoVRays Color Mapping iu chnh Gamma thnh 2.2(gi tr ny nh hng ti sng ca nh VRay frame buffer c khi cha kch hot v kch hot sRGB. N s nhn vi gi tr gamma ouput khi ta save nh nn 2.2x1=2.2 l kt qu ng).Khng kim Dont affect colours (adaption only) gi nguyn tc dng ca color mapping, bn c th s dng bt c thut ton color mapping no mnh mun.

Bc 3(cch 02): VRAY FRAME BUFFERKhng click vo nt sRGB di khung hnh nh khng b sng ln v s dng gamma 2.2 trong color mapping, nu kim sRGB na th nh s b tha gamma (2 ln 2.2).

Bc 4(cch 02): SAVE NH,NH DNG FILE V RENDERING:Save nh vi gi tr override l 1.0

Ch gii b sung :- nh render ra s c gamma = 1.0 v s hin th gamma = 2.2, do b ti i (gamma v sng l ngc nhau: gamma ln hn 1 s lm hnh ti i v gamma nh hn 1 s lm hnh sng ln). V vy chng ta gamma correct bng cch lm sng nh ln vi gamma nghch o ca 2.2 (tc l 1 chia 2.2 = 0.45454).Trong 3ds Max chng ta khai bo gamma = 2.2 ni rng hnh render s c hin th vi mn hnh c gamma 2.2. Nhng gi tr gamma thc s m V-Ray dng gamma correct nh render l 1 / 2.2 = 0.4545

Ccthng thy trong qu trnh s dngHi: Dng gamma 2.2 th settings nh sng v vt liu c khc gamma 1.0 khng ?Tr li: Nu dng gamma 2.2 th settings nh sng v vt liu s khc gamma 1.0. Di mu ti s b ngn i nn cng nh sng v gi tr vt liu cng c xu hng setting thp hn.

Hi: Khi s dng LWF ta thay i type ca color mapping sang exponential th sng c thay i khng ?Tr li: Bn c th dng bt c Type color mapping no vi LWF, ko nht thit phi dng Linear. Khi thay i TYPE th nh c tone theo cch khc nhau nn s c tng phn v rc mu khc nhau. C th exponential s khng ch cc vng nh qu sng hay qu ti v gi tr di mu 0-255 nh khng b chy.

Hi: Khi merger object t th vin vo th map s chuyn thnh gamma 2.2 hay vn gi gamma 1.0 ?Tr li: Khi merger object t th vin vo th map s c correct theo gi tr Gamma input nu nh gc c thit lp USE SYSTEM GAMMA. iu ny ph thuc vo ngi lm th vin, nu nh gc c override 1 gi tr gamma no ri th n s c gi nguyn khi merger.

(L ANH TUN -WWW.VIETCG.COM-www.hoc3d.vnbin tp v b sung t David Fleet)

Ccthng thy trong qu trnh s dngHi: Dng gamma 2.2 th settings nh sng v vt liu c khc gamma 1.0 khng ?Tr li: Nu dng gamma 2.2 th settings nh sng v vt liu s khc gamma 1.0. Di mu ti s b ngn i nn cng nh sng v gi tr vt liu cng c xu hng setting thp hn.

Hi: Khi s dng LWF ta thay i type ca color mapping sang exponential th sng c thay i khng ?Tr li: Bn c th dng bt c Type color mapping no vi LWF, ko nht thit phi dng Linear. Khi thay i TYPE th nh c tone theo cch khc nhau nn s c tng phn v rc mu khc nhau. C th exponential s khng ch cc vng nh qu sng hay qu ti v gi tr di mu 0-255 nh khng b chy.

Hi: Khi merger object t th vin vo th map s chuyn thnh gamma 2.2 hay vn gi gamma 1.0 ?Tr li: Khi merger object t th vin vo th map s c correct theo gi tr Gamma input nu nh gc c thit lp USE SYSTEM GAMMA. iu ny ph thuc vo ngi lm th vin, nu nh gc c override 1 gi tr gamma no ri th n s c gi nguyn khi merger.

(L ANH TUN -WWW.VIETCG.COM-www.hoc3d.vnbin tp v b sung t David Fleet)

Cc ch gii thm v l do cc thit lp v bn cht ca vn :

V l do ti sao mn hnh c thit k vi gamma 2.2

Di y mnh xin gii thch v sao mn hnh c gamma = 2.2 v v sao chng ta phi thc hin color correction:

Hy gi s mn hnh my tnh ca chng ta l mn hnh trng xm en, khng c sc, ch c cng sng ti.

Cng ti nht l mu en, c gi tr l 0,0

Cng sng nht l my trng (trng tuyt i), c gi tr l 1,0

Cc gi tr gia 0,0 v 1,0 l cc mu xm. Gi tr cng ln th cng sng, v d mu xm 0.6 s sng gp i mu xm 0.3

Di mu en xm trng trn l mt di mu lin tc (hnh 1)

Hnh 1

Tuy nhin trong my tnh chng ta khng th th hin di mu ny mt cch lin tuc m phi chia ra cc bc thang (hnh 2)

Hnh 2

Dng cng nhiu bc th s chuyn mu s cng mn. Vy chng ta cn s lng bc va m bo s mn mng ny v trnh hin tng vn g (banding). Nhng nu chn nhiu bc qu th s tn memory. hnh 2, chng ta c th nhn thy hin tng "vn g" banding do hnh ny ch dng 32 bc mu.

Trn thc t, ngi ta dng 256 bc th hin di mu en-xm-trng. Cc bc ny c nh s th t 0, 1, 2, 3, ., 255. Tuy nhin, 256 bc ny c phn b nh th no trn di mu? Cch phn b hin nhin nht l phn b u: chng ta c vic chia di my ra 256 bc thang u nhau. C ngha l:

- Bc s 0 ng vi gi tr 0,0 (mu en)- Bc s 1 ng vi gi tr 1,0 (mu trng tuyt i)- Bc s 128 ng vi gi tr 0,5 (mu xm gia, ting Anh gi l mid-grey)

y l cch phn b linear (tuyn tnh). S d gi l tuyn tnh (thng) l v nu v biu th hin gi tr mu ca mi bc thang, chng ta s c mt biu ng thng (Hnh 3)

Hnh 3

Tuy nhin nu ch dng 256 bc v phn b u nh trn th khng m bo s chuyn mu mn mng nhng vng ti (chng ta c th phn no quan st thy hin tng ny hnh 2, y chng ta thy khu vc sng c s chuyn tip mu mt cch mn mng hn khu vc ti)

Ti sao li nh vy? Ti sao ch c vng ti l b hin tng banding, cn vng sng th vn mn. L do l v trong iu kin nh sng ti, mt ngi nhy vi s thay i nh sng hn. V d: khi cp in vo ban m, nu thp 1 ngn nn ln chng ta s d dng pht hin ra ngn nn , v n qu ni bt gia mng m. Tuy nhin gia ban ngy tri sng, nu thp nn th nh sng ca ngn nn t gy ch hn. Chnh v vy m khi xem phim hay trong rp cinema, ngi ta tt ht n i n mt ngi c th nhn bit tng phn trn mn hnh mt cch tt nht.

trnh hin tng banding vng ti, chng ta c th dng nhiu hn 256 bc, nhng lm vy s tn memory. Nu dng 256 bc, th chng ta ch tn 1 byte ca memory th hin gi tr mu ca 1 pixel. 1 byte l rt l tng.

Vy nu khng tng s lng bc thang ln cao hn 256, chng ta c th thay i cch phn b cc bc thang. Thay v chng ta phn b u nh trn, th chng ta phn b khng u: u tin nhiu bc thang hn cho vng ti, v t bc thang hn cho vng sng. Cch phn b ny gi l phn b gamma, v c da trn php ton lu tha. Trn thc t, cch ny s cho kt qu di mu mn, khng b banding m vn ch dng 256 bc thang.

Vy nu v biu th hin gi tr mu ca mi bc thang, chng ta s c kt qu nh hnh 4.

Hnh 4

Quan st biu trn, chng ta thy cch phn b gamma u tin nhiu bc thang th hin cc gi tr mu ti hn l sng.

bit c bc th n c gi tr mu l bao nhiu trong cch phn b gamma. Chng ta trc ht tnh xem l nu dng phng n phn b u, n s cho gi tr mu l bao nhiu, sau chng ta lu tha gi tr mu ny ln gamma.

V d, bc s 128 s cho gi tr mu 0.5 nu s dng phng n phn b u. Khi lu tha ln gamma = 2.2, chng ta s c gi tr khong 0.22, y chnh l gi tr khi dng cch phn b gamma.

Vy v d nh trong photoshop chng ta t mt pixel vi gi tr mu 128, th pixel ch pht ra nh sng vi cng 22% ca vi mc maximum m mn hnh cho php. Kt qu ny l theo h phn b gamma 2.2 ca mn hnh. Nu gi s mn hnh s dng phn b u (cn gi l gamma 1.0), th mn hnh s pht ra sng l 50% ca mc mamximum m mn hnh cho php.

Gi tr gamma khng nht thit l 2.2. Vi d mn hnh ca Apple lc trc hay dng gamma = 1.8. Nhng gi y hnh cng chuyn sang dng 2.2. V 2.2 c xem l mc gamma chun khi dng linear workflow.

Vy chng ta hiu bn cht gamma 2.2 ca mn hnh. Tip n chng ta xt n V-Ray.

V-Ray cho kt qu render theo gamma 1.0 (bc thang phn b u). Ngha l nu V-Ray render mt bc hnh ni tht m trong bc tng c bc mu l 150, v sn nh c bc mu la 75 th ng l l khi nhn vo bc hnh render ny, mt chng ta phi cm thy tng sng gp i sn nh (v 150 ln gp i 75), nhng v mn hnh hin th mu gamma 2.2, nn 150 s khng cn sng gp i 75 na. V vy chng ta phi trit tiu tnh cht gamma 2.2 ca mn hnh. bng cch bin hnh render t gamma 1.0 thnh gamma 0.45 trc khi hin th. Gamma 0.45 v gamma 2.2 trit tiu nhau, cho kt qua gamma 1.0 m chng ta mun.

V d: Vray render ra bc tng c gi tr bc 128. Bc 128 ny l bc ngay chnh gia ca thang mu gm 256 bc. V vy chng ta mun cc pixel ca bc tng ny c gi tr 0.5 khi hin th ra mn hnh (tc l cc pixel s pht ra sng mc 50% so vi mc maximum m mn hnh cho php). Vy chng ta s lu tha 0.5 vi gia tr gamma = 0.454545, s c gi tr l 0.73 (ng vi bc thang s 186 ca cch phn b u). Khi hin th ra mn hnh vi gamma 2.2, bc thang s 186 s cho gi tr mu ca pixel l 0.5 (nh trong biu hnh 4), y chnh l kt qu m chng ta mun.

Vy chng ta c th thy gamma correction trong V-Ray l tr hao cho s khc bit gia gamma 1.0 ca V-Ray v gamma 2.2 ca mn hnh my tnh.

V Vic khng cn gamma correct cc nh map dng trng en (bump, specular, glossiness, alpha)

Theo tiu chun th cc nh map trng en u c save h mu tuyn tnh ch khng phi sRGB, v vy nu correct cc nh ny khi import vo 3ds max th s sai vi cua ngi thit k ra cc nh ny.

Cc bn c th th open cc hnh ny trong photoshop, v kim tra color profile ca n thy l color profile ca n l Dot Gain (l mt profile tuyn tnh) ch khng phi l sRGB.

V vy, khi load cc nh bump hay specular vo trong max, phi dng override gamma vi gi tr 1.0 (hoc chn l "use image gamma")

D nhin l nu ngi thit k th vin nh bump c save cc nh sRGB th vn cn phi correct khi load vo mad. Nhng theo tiu chun save nh map th t ai lm vy.

L d m ch c diffuse map (v environment map dng Low dynamic range) phi cn sRGB, l v nhng hnh ny s ng hin th truc tip ra mn hnh, v vy cn sRGB hn ch banding. Cn bump, discplainemnt v specular khng phi l cc nh dng hin th trc tip r mn hnh, m dng tnh ton cao thp, phn x ca b mt vt liu, v vy khng cn bn tm n chuyn banding

Khi load HDRI bng cng c load ca VRayHDRI th n t ng hiu l 1.0. Ch khi load theo browser ca 3ds max th mi phi override gamma 1.0 (hoc chn l "use image gamma")

(NGUYN PHC LONG -WWW.VIETCG.COM-www.hoc3d.vn)Hnh Km Theong20th March 2013biChin Cng0Thm nhn xt7. MAR18

Bi hc thit k ni tht 3dmax

GII THIUTrong bi ny, ti s ch cho bn cch n gin to cnh ni tht da trn hnh tham kho.Ti mun lm cho n c bn v n gin bt u m khng c bt k ci t nng cao phc tp

MATCHING REFERENCE PHOTOGRAPHY trong khung nhnTrc ht phi to gip dng trong Adobe Photoshop (s dng cng c dng) thit lp cc quan im ca hnh nh. Nhng dng ny s gp nhau ti mt im.

M 3ngy Studio MaxNow Views m -> nn xem (phm tt ALT + B), n s cho php bn chn Viewport Background.Chn tp tin tham kho t a cng v nhn ok.By gi bn c th thay i render rendering u ra trong trnh n ph hp vi phn gii ca tp tin tham chiu (trong trng hp ca chng ti 1025 x 819). By gi trong khung nhn ca bn rightclick chn u trang gc tri v chn hin th khung an ton. (phm tt Shift + F),An ton khung s xut hin v hnh nh nn c t hon ho. Trong bc tip theo chng ti s thay i cc n v centimt.y khng phi l quan trng, nhng c th hu ch thit lp quy m thch hp cho cc i tng. Ty chnh -> n v thit lp ... thay i quy m hin th cc n v Centimeters. By gi nhn chut phi vo nt snap, chn Trang ch li v li in thay i khong cch n 1,0 CM.

Tip theo hy to mt hp n gin trong cnh.Thit lp chiu cao ca hp n 300 cm.Chuyn i n c th chnh sa nhiu, Chn tt c khun mt v flip chng. By gi phi bm chut vo ca chng ti v bng ti sn i tng kim tra "hu backface", bi v chng ti mun thy nhng g bn trong phng m khng nhn thy nhng bc tng t bn ngoi.

Hp ny s l mt c s lm mu cho phng ca chng ti.

To Vray Physical camera gc tri ca hp.Trong khung nhn cng mt ni m bn t nn, thay i nhm VRay my nh. iu chnh v tr ca n, v chiu di tiu c, do , dng s ph hp vi ng mu trong nn tham chiu.Chn hp v righclick trn n. ti sn v chn i tng trong cc ty chn kim tra "xem-trought" (phm tt: ALT + X) hng i tng ca bn s tr nn trong sut bn c th xem cc khung nhn pha sau n. N s c d dng hn thao tc vi kt ni v verticles theo cch ny.

Kt hp my nh khng phi l nhim v d dng. V vy, khng lo lng nu ng khng hon ho. N s c nhiu hn na d dng hn nu chng ta c cc php o chnh xc ca cc phng v c im k thut my nh.

MODELINGNu ng v tr ca my nh c t chng ta c th bt u to mt s chi tit.By gi bn c th ti nh tham chiu m khng c ng vo nn ca bn (ALT + B). Xoa khun mt trn cc bc tng chun b l cho vic t ca s. To ct trung tm. Chn khun mt trn sn v trn, trong menu c th chnh sa nhiu chn 'cu'.

Chng ta cn extrude mt phn nh di cng ca ct.

Tt c thi gian bn c th kim sot kt ni ca bn v extrudes t mn hnh my nh.

Hy to ra bn lm trung tm. iu ny l rt n gin, i tng. Chng ti to ra n bng cch s dng mu hp.1. To c s v extrude hp hnh dng c bn. S dng phn lp la chn lm vic ch vo i tng (ALT + Q)

2. Thm kt ni v chamfer chng to ra khng gia

3. Extrude chn gng mt n 1 cm

4. Chn 'pht trin' v tch khun mt. By gi chng ti c hai i tng ring bit, c s v cc ca ra vo.5. Cap tt c cc l hng trong c hai i tng. Chn Borders trong mi ngi trong s h v s dng CAP (ALT + P).6. By gi thm chamfer i - chn tt c cc cnh, chamfer h v sau mt ln na nhn Ctrl + mt ln na v chamfer

7. Chn tt c khun mt v thuc cc nhm lm mn cc thng s la chn "T ng trn" Khi chng ti c th quan st che l khng ng sau khi mn t ng. Nu chng ta mun s dng t ng trn tru, chng ti c thm mt s chi tit kt ni.

8. Chn cc cnh, v kt ni chng. Vi kt ni ny che l tr li bnh thng. Cn nhn bng phng, m khng c bt k gradient l.

9. Thm chamfers hn phn cn li ca bn lm vic khi cn thit v qu trnh lp li trn cc phn khc ca bn lm vic.10. y l m hnh hon thnh vi chai n gin nht.

Phn cn li ca ni tht nh bp c thc hin trong cng mt cch chnh xc. u tin to ra cc hp, kt ni cc cnh v nh v kim sot vi xem my nh.

Trc ht chun b l trn nh.

By gi to my bay n ph hp vi l. My bay c chiu rng 240 phn on.Trn my bay ca chng ti to ra 28 . H s gi bc mn ca chng ti.

Chn my bay v b sung sa i ln Vi trong danh sch sa i. Unroll Vi, chn 'nhm', by gi chn nh u tin di hp u tin, chn 'Hy nhm', Now click on 'Node' v chn hp u tin. nh u tin ca chng ti c phn cng hp u tin. Bn cn phi gn mi nh n hp thoi m trn n.

Cui cng, bn nn c 28 nhm gm 1 mi nh, giao cho 28 nt. S dng ci t cho vi rm:

By gi chng ta phi chun b cc hot hnh cho cc nt. Trc tin m ca s cu hnh thi gian v thi gian hot hnh thit lp n 200

By gi m Tc -> Thuc tnh - ANIMATION> v b chn 'trung tm a phng trong hot hnh'

Bc vo khung 150 v nhn nt 'T ng kha'.

Chn tt c cc hp v quy m cho h, sau chuyn sang mt bn. Hy chc chn rng trc trung tm c thit lp "S dng trung tm la chn".

B chn 'T ng kha'. Chn rm v trong cc ty chn vi hit 'M phng'.

Curtain IS READYM hnh ha cc khung ca s1. To hp chm vo gc bn ngoi l ca s bng cch s dng 3ngy snap.2. To kt ni

3. Chn i mt v s dng Bridge ty chn to ra cc l hng.

4. Trong tu chn cu chn 3 phn on.

5. By gi chn nhng mp v chn 'nhn'

6. Chuyn i cc la chn cnh khun mt ca rightclicking v chn 'chuyn i i mt vi' hoc nhn CTRL + a gic la chn

7. Extrude chn khun mt, nh kim tra a phng bnh thng

8. Nh bn c th nhn thy nhng dng ny khng c thng sau khi extrude. Chn 8 verticles t trn nhng dng ny v nhn vo "Z" trong tab sa hnh hc. H s t ng tr thnh phng z trc.

9. By gi to mi kt ni gia v chn cc cnh:

3. Thm sa i bn UVW n tng v thit lp chiu rng v chiu cao n vic gii quyt cc hnh khuch tn. Th khi bn s p dng khuch tn, n s khng c streched. Bn cng c th s dng nt 'Bitmap Fit' lm nh vy.

10. Extrude cnh bn trong m hnh.

11. By gi chn tt c cc cnh (Ctrl + A) v thm chamfer nh.

12. Mt khung ca s c thc hin theo cng mt cch:

13. Cui cng to ra cc hp v t chng bn trong khung nh thy tinh.MODELING THM1. To hp v thm chamfers.

2. Thm sa i bn UVW v bn phng chn. t chiu di v chiu rng vi gi tr nh nhau. Nu bn thu nh hp ny trc khi bn c th s dng "thit lp li Xform" Tin ch hu ch trong ca s trc khi thm sa i bn UVW.

3. Thm sa i ln UVW Unwrap, Nhp vo Chnh sa ... setect Tools v 'hin UVW mu' By gi bn c th m cc bn mu ny trong Photoshop andcreate khuch tn carped v bump.

4. Thm kt ni v vy wireframe ca thm l dy c. Sau khi sa i n thm ting n.

5. By gi bn c th s dng sa i quy m FFD gc ca thm.

To v lp bn SN1. Trc tin, chng ti s ri sn t vic xy dng chnh. Chn a gic, s dng 'b qua backfacing' v 'chn bi chc nng gc " la chn sn. Khi bn chn bt k a gic rng trn sn nh, ton b b mt s t ng beselected.

2. By gi chn 'tch' chc nng to i tng ring bit. Chn sn v click chut phi chn Cch ly (phm tt: ALT + Q)

3. Thm sa i bn UVW n tng v thit lp chiu rng v chiu cao n vic gii quyt cc hnh khuch tn. Th khi bn s p dng khuch tn, n s khng c streched. Bn cng c th s dng nt 'Bitmap Fit' lm nh vy.

4. To mi VRay vt liu, p dng khuch tn sn (HD_1_diffuse.jpg) v bn hin th ti vieport. By gi chn Gizmo v quy m n t c hiu qu mong mun.

5. y l hon tt bng ca sn nh.

Lp bn WINDOWFRAMESp dng nguyn liu g trong bn khuch tn vo khung ca s, v hin th kt cu trong khung nhn ny. Now add sa i bn UVW v bn hp chn. Nh bn c th quan st khung l khng ng nh x trong mt s lnh vc. Vn ny rt d dng gii quyt.

1. Thm 'Unwrap UVW sa i'.Chn tt c khun mt c hng g khng ng.

2 Chn 'Hiu chnh ...' nt.

Rightclick v chn 'Break' By gi bn c th di chuyn c chn phi i mt trong chnh UVWs separatly. Hy nh cp nht lin tc s dng '' ty chn. By gi ch cn xoay cc b phn 90 degress (Rot. +90)

Lun lun trnh streching nhiu trong kt cu, bn c th t kim tra kim tra s lng cng

Cc m hnh khc trong khung cnh ging nh ch ngi, c th c tm thy trn Evermotion b su tp cc m hnh.

Thm MI TRNGTo my bay theo xy dng v khuch tn chn mu sc ti sng. My bay ny s phn nh skylight GI. By gi to xi lanh trn ton cnh v xa cc khun mt m chng ti khng cn. Tip o ngc normals ang phi i mt ch o vo bn trong.

By gi p dng vt liu VRay nh sng vo n. Trong khe mu t bn mi trng "t 08.jpg" S dng Unwrap sa i ln addjust v tr ca cy. Now rightclick annd chn VRay ti sn. Chn cc ci t ny:

By gi khi bn thit lp sc mnh ca VRay tip xc vi nh sng ca n s tng, nhng n s khng nh hng n cui cng GI phng bn trong. Trong cnh ny sc mnh ca nh sng VRay c thit lp 7.

Bm 8 m thit lp mi trng.Thm VRaySky vo khe mi trng. By gi nh sng cnh mi trng s c sn xut bi skylight mt. Chng ti khng thm bt k n trc tip t tt c cc bng vo khung cnh c mm mi.

Tip gn n my bay VRay n sng ln phng.

nh sng thit lp trong cnh:Rendering1. Ci t cameraTurn off vignetting. Vignetting to ra vng ti trong gc ca hnh nh v c hiu lc thng n khng phi l mong mun. Nu bn mun, bn lun c th thm n sau ny d dng trong Photoshop. kim sot brigtness cnh tng th thit lp ISO khc nhau hay tc mn trp.2.Render ci tR GI reflevtive caustics ngy. iu ny cho php nh sng gin tip s c phn nh t cc i tng specular. N s gip cho cnh sng ln mt cht. M rng i tng VRay ti sn ca n VRay, tng caustics subdivs n 8000.

Chng ta s chn cho irradiance tr trc v b nh cache b tr li nh sng cho trung hc.Nu bn khng quan tm rendering thi gian v mun c cht lng tt nht, sc mnh v phu nh l la chn u tin ca ng c v thit lp subdives ca n n 30. Cht lng ca GI chi tit nh s c tt hn, nhng bo lc c th sn xut nhiu hn v ting n rendertime s tng ln ng k. Trong Irradiance HSph ci t tng ln. subdivs n 100.Trong ch bin (VRay: chiu sng gin tip bui gii thiu), thay i GI bo ha n 0,8. N s desaturate GI mt cht v mu sc s khng 'chy mu' m nhiu.Tng GI Ngc li vi 1,1.

Trong Ci t bui gii thiu khi bn s Set subdivs thu ton cu n 2 n c ngha l tt c subdives trong n v vt liu s c mulitplied bng 2. Trong ti liu phn nh v subdives khc x c t l 8 theo mc nh nh vy hu qu s l 16. y l cch nhanh chng thay i cht lng ca tt c cc nguyn liu trong cnh.Bn c th t tt c cc kha hc subdives vt liu bng tay ca bn, gim v tng trc tip vo ti liu.

Lp bn mu c thit lp m. N s gip trnh 't chy ra khi' khu vc. (RGB = 255.255.255).

Di y l tt c cc thit lp render:

y l trn chung kt render bng cch s dng cc thit lp ny m khng cn ng-sn xut trong Photoshop:

Ok, by gi m Photoshop, chng ti s qung co mt s n. Chn khu vc ny:Khi bn nhn Ctrl + J n s to ra lp t la chn. By gi ch cn thm blurr gausian v chn ch ho trn vo mn hnh. Copy lp ny vi ln enchance c hiu lc.

Desaturate cnh mt cht v chi vi cc cp t c hiu qu cui cng.Bn c th thm vignetting nh bng cch s dng 'Filter' -> 'bp mo' - SA CHA Lens> ''Ngoi ra bn c th lm sc nt hnh nh nu n qu blury. 'FILTER'->' sharpen '->' Unsharp Mask '

Final render sau Photoshop:

ng18th March 2013biChin Cng0Thm nhn xt

ang tiMu Dynamic Views. Cung cp biBlogger.