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موضوع: موقع لتعليم تأثير اعدادت الفيراي

ردود: 29 | زيارات: 6907
  1. #1
    عضو متميز
    صور رمزية الرايقي
    تاريخ التسجيل
    Dec 2003
    المنطقة
    السعوديه -الرياض
    العمر
    46
    ردود
    3,278

    Thumbs up موقع لتعليم تأثير اعدادت الفيراي

    http://www.3dpoder.com/endora/VRay%2...%20ENDORA.html
    « الانسان اذا نظر للرفاهيه وتنعيم جسده,وصار همه ان ينعم هذا الجسدالذي مآله الى الديدان والنتن,وهذا هو البلاء,وكأن الانسان لم يخلق لأمرعظيم,والدنيا ونعيمها انماهي وسيله فقط,نسأل الله ان نستعمله واياكم وسيله »


  2. #2
    لا استخدم الماكس و لكن الموقع بيفيد الكثير من الاعضاء و طريقة الشرح ممتازه

    شكراً لك اخوي الرايقي

  3. #3
    عضو نشيط
    صور رمزية ofn68
    تاريخ التسجيل
    Dec 2004
    المنطقة
    العراق
    العمر
    49
    ردود
    584

    Thumbs up

    السلام عليكم اخواني

    شكرا لك اخي الرايقي وبارك الله فيك وسدد خطاك..

    موقع جميل وشرح مبسط جدا.

    وشكرا

  4. #4
    موقع جميل ومفيد جزاك الله كل خير

  5. #5
    عضو نشيط
    صور رمزية Gh99X
    تاريخ التسجيل
    Nov 2004
    المنطقة
    موطني موطن المجد
    ردود
    787
    مفيد شكرا....
    تصاميم
    A H M E D
    .............................
    أحمد
    Designs

  6. #6
    جبت الغايبه يالرايقي
    هذا من المواقع المطلوبة لدي تعليمياً
    وتعبت وأنا ادور عليه....

    يسلموو يالزيز يارايق
    Just Now

  7. #7
    يسلمو كتير على الموقع الممتاز

  8. #8
    عضو متميز
    تاريخ التسجيل
    Nov 2003
    المنطقة
    مصر
    العمر
    40
    ردود
    1,872
    الموقع جميل و جيد .. شكراً
    الباشمهندس أحمد

    مركز الرباط للجرافيك
    مركز تعليمي معتمد لدي شركة Autodesk
    هاتف : 00201000151001

    موقع و دورات مركز الرباط للجرافيك .. تفضل هنا


    Facebook

    YouTube

  9. #9
    جزاك الله خيرا يا اخي
    المستحيل هو مانجعله مستحيل

    افتح عيون عقلك لرؤية المجهول

    سر نحو الهدف ولو لاخر الدنيا

  10. #10
    الموقع تم ارسالة من احد الاعضاء من قبل
    وهو رائع ولكن يعيبة ان لغتة ليست عربية او انجليزيه

  11. #11
    يوسف التلباني
    عضو لجنة تحكيم

    صور رمزية maxspider
    تاريخ التسجيل
    May 2004
    المنطقة
    <<<<EGYPT>>>>
    العمر
    32
    ردود
    5,585
    جزاك الله خيرا أخي الرايقي ...

    وجعله في ميزان حسناتك ...

  12. #12
    رأيته من قبل .. لكن نريد من يترجم هذا الموقع بمجمله ..

    من يتبرع ويعمل ذلك ؟؟؟؟؟؟

    فيه فائدة كبيره .. لكن أين من يبحث عن الأجر ..

    أنا سأقوم برفع الشرح على موقعي ويصبح مرجع للجميع ويستفيد منه المسلمين

  13. #13
    يوسف التلباني
    عضو لجنة تحكيم

    صور رمزية maxspider
    تاريخ التسجيل
    May 2004
    المنطقة
    <<<<EGYPT>>>>
    العمر
    32
    ردود
    5,585
    ممتاز يا رايقي ...

    لم أكن قد شاهدته بعد ....

    سلمت يداك ....

  14. #14
    انا ابحث عن الاجر

    اولا اللغة دى اسبانى

    هذه ترجمة انجليزية لها ويبقى حد يترجم للعربى لو عايزين بالعربى

    تفضلوا


    الجزء الاول



    Fixed rate: Simple test of image that it gives us I number fixed of samples for each pixel, works better in scenes with textures very detailed.

    Subdivs: It determines the number to us of samples by pixel.



    Adaptive QMC: It gives very good quality us and it reduces the times of fix rate.
    Min subdivs: It controls the minimum number of samples by pixel.
    Max subdivs: It controls the maximum number of samples by pixel.



    Adaptive subdivision: It makes less than a sample by pixel, which will allow us to equal the quality of smoothing in comparison with adaptive QMC
    but taking less time in making it.
    Min rate: It controls the minimum number of samples by pixel, taking as value a zero sample by pixel.
    Min rate: It controls the maximum number of samples by pixel.
    Threshold: It defines the used threshold to us to make the sampling, whichever minor is the value of this greater sera the quality of the smoothing one.
    Rand:It allows better a smoothing one us approaching the samples that surround to each pixel defining it in greater measurement.



    Antialiasing to filter: It allows us to control the smoothing one of the objects in the scene.
    Between all the filters available the Catmull-ROM will be used for most as the scenes, heightening better the lines to us.








    الجزء الثانى

    Gi caustics: Reflective-refractive, activates or deactivates the caustic reflections and refractions in the scene.

    Primary bounces: Multiplier: It determines the value to us for the illumination motor that we select (GI engine) in the first bounce of the light.
    (These motors will be detailed but ahead).
    GI engine: .

    Secondary bounces: Multiplier: It determines the value to us for the illumination motor that we select (GI engine) in the second bounces of the light.
    GI engine:

    Post-processing: Saturation: It regulates the amount of saturation in the scene.
    Contrast: It regulates the amount of resistance in the scene.
    Contrast bases:Increasing its value we will reduce the exhibition of the target.











  15. #15
    الثالث



    Built-in presets: It allows to select 7 pre-established values and one us personalizeable in current preset,
    the one that will serve us to be able to regulate the quality del to render.
    BASIC parameters: Min rate: Minimum amount of samples by pixel.
    Value zero would mean a sample by each pixel, much quality but times to render long.
    The positive values almost never usually are used, since serious just as to use direct computation,
    what would prolong in excess the time of I calculate of render.
    The negative values are the appropriate ones, but whichever these minors are greater lost we will have in quality
    and sera minor the time of I calculate of render.
    These data also are applicable to Max rate.
    Max rate: Maxima amount of samples by pixel.
    (Whichever but next ones are the values to zero but quality we will obtain in render)

    We took as example I calculate of the map of irradiance to -3, 0 for a resolution from 800x600 pixels.
    Prepass1: (800/2/2/2 =100 and 600/2/2/2 =75) GI calculated for a resolution of 100x75 pixels.
    Prepass2: (800/2/2 =200 and 600/2/2 =150) GI calculated for a resolution of 200x150 pixels
    Prepass3: (800/2 =400 and 600/2 =300) GI calculated for a resolution of 400x300 pixels.
    Prepass4: GI calculated for a resolution of 800x600 pixels.

    If we want to obtain the same map of irradiance but for a resolution of 1600x1200 we use values -4, -1
    Prepass1: (1600/2/2/2/2 =100 and 1200/2/2/2/2 =75) GI calculated for a resolution of 100x75 pixels.
    Prepass2: (1600/2/2/2 =200 and 1200/2/2/2 =150) GI calculated for a resolution of 200x150 pixels
    Prepass3: (1600/2/2 =400 and 1200/2/2 =300) GI calculated for a resolution of 400x300 pixels.
    Prepass4: (1600/2 =800 and 1200/2 =600) GI calculated for a resolution of 800x600 pixels.



    Hsph subdivs: Amount of samples that are going to be computed by the global illumination.
    It determines I number of rays that will be sent in a given point.

    HSphere subdivs: 1 = 1 ray
    HSphere subdivs: 2 = 4 rays
    HSphere subdivs: 3 = 9 rays
    HSphere subdivs: 4 = 16 rays
    HSphere subdivs: 5 = 25 rays
    HSphere subdivs: 6 = 36 rays
    HSphere subdivs: 7 = 49 rays
    HSphere subdivs: 8 = 64 rays
    HSphere subdivs: 9 = (9x9=81) 81 rays, etc....

    To greater amount of samples but general quality render.
    You consider that hsph subdivs and interp samples must be balances.
    Increased hpsh we will reduce a little interp since so many samples will not be necessary for I calculate,
    thus we will avoid devices (spots) in render.
    It would happen to the inverse one if we increased the interpolaciones, in this case do not serian necessary so many hpsh subdiv.
    An example which we pruned to use by general norm and that us of sufficient serious quality
    hpsh subdivs: 50 and interp. samples: 20.

    Interp samples: Amount of samples that are stored by the irradiation map



    Clr thresh: It adds but samples in zones of change of illumination but accused according to the color difference of two near samples
    or
    the angle that forms among them.
    Whichever minor is the value of this but quality will give us in render.
    An intermediate value that us of an acceptable quality can be 0,3.
    Nrm thresh: It adds but to samples in zones of change of illumination less accusing according to the color difference of two near samples
    or
    the angle that forms among them.
    Whichever minor is the value of this but quality will give us in render.
    An intermediate value that us of an acceptable quality can be 0,3.
    Dist thresh: He is very useful for zones of contact between objects, increasing or diminishing the amount of samples between those parts but
    next and that needs but to be defined.
    The clear example but is the corners.
    This value works on the contrary that Nrm and Clr thresh, whichever greater is better sera the definition of this and but samples took
    in those zones.
    Show calc. phase: It is showing the previous phases to us of I calculate of the map of irradiance with respect to the values given in min-max rate.
    Show direct light: Visiona a previous one of the samples that will be taken for I calculate of the map in the direct lights.
    Show samples: Visiona the samples that will be taken for I calculate of the irradiation map.



    Advance options: Interpolation type: It controls the different forms from interpolaci&oacute;n of the samples that calculate in the irradiance map.
    We can leave by defect least squares fit.
    Sample lookup: Process by which they are going to be treated the samples in the interpolaci&oacute;n.
    By defect density-based (he is the one that but quality it will give us).
    Calc. pass interpolation samples:
    Multipass:
    Randomize samples:
    Check sample visibility:

    Mode: Bucket mode: It divides to the image in regions or buckets, that will be visible in the renderizado process of.
    Single frame: The map of sera irradiation calculated by each frame independently.
    Incremental Miltiframe: It recognizes if new samples with respect to the calculated previous map exist, adding those that are necessary.
    (Very useful in animations).
    From cases out: It keeps the map from irradiation of each sample.
    Add to current map: Incremental similar to multiframe, calculates frames new and it adds them map to the previous.
    Incremental add to current map: Current adds to the new samples calculated in add to map.

    On to render end: It gives the possibility us of keeping the map from irradiance in a file to be able to later use it without having to return to calculate it.
    Very important to know that the map kept single is used for an only resolution from render, if we varied this, the map no longer will serve to us
    and it will be necessary to return to calculate it.
    In the eyelash car save we will put the route of I show hard disk in where we want to keep the map.
    If we activated switch to save map the sera eyelash car save deactivated after finalizing render, preventing that the kept map is erased

  16. #16
    الخامس

    (This eyelash is solely visible if we activated photon map in primary or secondary bounces).
    Bounces: I number of bounces that sera used by the map of photons.

    Car search dist: It automatically calculates the radius of use of photons on the basis of the precision that we have assigned in max density.

    Search dist: With this parameter we manually assigned the radius of performance of photons in a point.

    Max photons: Maxima amount of photons that will be used with respect to the value given in search dist.(A greater value better precision in the illumination).

    Multiplier: Luminance intensity of the photons.Este parameter acts similar to the normal multiplier of the lights.

    Max density: It allows us to specify the exactitude of the map of photons in a point.
    This varia parameter based on the scale of the scene, a unit would be equivalent to çm, 1 mm, 1m, etc.
    This data along with search dist is most important since the precision of the illumination with radio of 1 meter is not equal,
    that with radio of 1 millimeter.



    In this scheme we can appreciate as they work photons.
    The blue line marks the radius to us (search dist) that delimits the zone to us of action of photons.
    The green circles are photons (max photons).
    I circulate red indicates the precision to us by which sera calculated the illumination in that point I specify dice by the value of max density.

    The luminance information stored by photons that is within the radius specified by the zone
    blue it is absorbed by the red zone allowing to do
    I calculate of the amount of light in that point I specify.







    (These tests are made with a radius of 150.100 and 50 millimeters.

    If the scale were in meters the shown spots they would have a radius of
    150,100 and 50 meters respectively obtaining very little precision in the map of photons).







    The use of max density and search dist is based on a fundamental proportion; 1 is to 5.
    If we put for example a value of 10 inmax density, we will have to locate search dist to 50.
    If the value is of 30, search dist sera of 150 and thus consecutively.


    Covert to irradiance map:
    Interp. samples:

    Convex hull area estimate:

    Store direct light: Activating this option the photon map us permitira to calculate the direct illumination as much as indirect (area lights),
    lowering the times to render in scenes with several lights.
    If we deactivated it, the sera direct light calculated by brute force.
    Retrace thresold:

    Retrace bounces:

    Mode:
    New map:
    From cases out:

    On to render end: Don´t delete:
    Car save:
    Switch to saved map:




    (This eyelash is solely visible if we activated Quasi-Monte Car it in primary and secondary bounces).

    Subdivs: Amount of samples that will be computed by the global illumination.



    Secondary bounces: I number of secondary bounces that the light carries out.







    Calculation parameters: Subdivs:Amount of samples that will be computed by the light maps.



    Sample size:
    Scale:
    Store direct light:
    Show calc. phase:

    Reconstruction parameters: Pre-filter:
    Filter:
    Interp. samples:










    Multiplier: Amount of light that is reflected and refracted.
    This value allows to increase the effect us caustic of the light with no need to have to increase the intensity of the lights.



    (Also we have the possibility of controlling the caustic intensity within the Vray panel light properties, increasing the value of caustic of multiplier).


    Caustic subdivs.: Amount of samples that are going to be computed for the caustic illumination.



    Search dist: It works of equal way that in global photon map.



    Max photons: It works of equal way that global in photon map.



    Mode:
    On to render end:

  17. #17

    Gi enviroment (skylight): Override Max´s: It activates the global illumination of the surroundings, being able to be applied a color I specify or an image.
    If we used this square we will annul the effect of the surroundings of the Max on the illumination.
    Multiplier will allow us to regulate the intensity of this iluminaci&oacute;n.(Por defect 1).

    Reflection/refraction etc enviroment: Single similar to gi enviroment but applicable to the reflections and refractions of the materials.








    Adaptive amount: It controls the degree of samples that will be applied.
    Value 0 means maximo of samples to compute, on the contrary that the value 1 of which single we computed minimas samples.



    Noise threshold: Threshold that regulates the granulated amount of in the scene.
    Value 0 means null amount of grain.
    Acceptable values to give quality 0.01 to 0,04



    Min samples: It determines minimo I number of rays to take into account for I calculate.
    Recommended values to obtain quality are 15 or superior ones.

    Global subdivs to multiplier: It multiplies the value of the global subdivisions assigned to the scene.







    G-Buffer output channels:

    Color mapping:

    Type:

    Linear multiply:
    Exponential:
    Exponential Hsv:



    Dark to multiplier:
    Bright to multiplier:
    Clamp output:

    Affect background:




    Double bed type: Type:
    Override fov:

    Depth of field (DOF): Or call technically in photography, depth of field.

    Aperture: Opening of the diaphragm of the camera, indicates the defocusing degree to us that we wished to use in the scene.



    Center bias: It indicates the degree to us of focal distortion.



    Focal dist.: Or focal length, allows us to control the distance in which the objects were focused.
    (This value depends on the scale of the scene)
    .



    Get from double bed:
    Sides:
    Rotation:
    Subdivs: To greater value of this better sera the definition of the desenfoque.(Los times to render increases considerably).



    Motion blur: Defocusing caused by the movement of objetos.(Efecto simulated in camaras real when obtever a low speed of clogging).

    Duration (frames): Time calculated in frames that sera taken to make the defocusing.



    Interval to center: It allows us to maintain but focused the zones located between defocusing area.



    Bias: Sera amount of defocusing that applied in each frame.(A greater value less defocusing).



    Subdivs: It defines the quality that sera used in each one of the muestras.(Los times to render increases in consideration).









    Override Max´s:

    Edje lenght:

    View-dependent:

    Max subdivs:

    Amount:

    Relative to bbox:

    Tight bounds:

    (This panel it we can find within the eyelash object modifiers, VRay displacement mod).

    Type:

    Common params:
    Texture chan:
    Filter texmap:
    Amount: Effective sera distance that by the displacement.


    Shift:
    Water level:



    Relative to bbox:

    2D mapping:
    Resolution: With this parametro podermos to make specific the applied sera resolution that in the image that we take for the displacement.




    (Aqui I leave an example you of like making a perfect grating,
    fast and facilmente using a simple image).





  18. #18


    Raycaster params: Max. tree depth:
    Min. leaf size:
    Face/level coef:

    Distributed rendering:

    Render region division:
    X: Width relative to the renderizado region of.
    And:Relative height to the renderizado region of.
    Region W/H:
    Region count:
    Region secuence:Type of sequence per which it is going to be renderizada the escena.Disponemos of 6 types:



    To review secuence: We spent the renderizado sequence of.

    Previous to render: Unchanged: Superposition of the new image on the previous one.
    Cross: Previous imagenr sera slightly grown dark taking step the new one to render.
    Fields: Similar to cross but darkening the image slightly.
    Darken: The previous one render sera erasure, giving beginning the new image with bottom of black screen.
    Blue: Similar to darken but superposing the bottom of blue color without getting to boorar antigio to render.

    Frame stamp: It allows us to place a text strip in the inferior zone of imagenes.
    We can shape the text to our taste, or use the following codigos of information of the VRay.

    %vrayversion: Version of VRay.
    %filename: Name of the file.
    %frame: Picture of the animation in which we are renderizando.
    %rendertime: Time to render.
    %computername: Host or name of our equipment.
    %date: Present date.
    %time: Present hour.
    %camera: Name assigned to the camera that this being renderizada.
    %w: Width of the image.
    %h: Height of the image.
    %ram: Ram memory available.
    %vmem: Virtual memory available.
    %mhz: Speed of the processor.
    %cpu: Type of processor.
    %os: Present operating system.

    Full width: If we activated the bottom of the text it occupied the 100% of the wide one of the image.
    Justify: It allows us to align the text to left, right or to center it.








    Object properties:Moblur uses default samples: It maintains by defect the amount of samples that will be applied by motion blur.
    Motion blur samples: It allows to define I number of samples that will be used by motion blur.
    Us dara but quality but the times to render increased enough.

    Generate GI: It increases or it diminishes the intensity of light that is generated by object.
    Receive GI:It increases or it diminishes the intensity of light that is recivida by object.



    Visible to GI: If we deactivated this option, the nonsera object affected by the global illumination.

    Generate caustics: We activated or not it possibility of generating causticos effects in the object.
    Receive caustics:We activated or not it possibility of recivir causticos effects in the object.
    Caustics to multiplier: Intesidad of the caustico effect on the object.

    Matte properties: Matte object: It turns the objects thoroughly white to be able to be used like channel alpha.



    Alpha contribution:

    Direct light: Shadows: It allows that the shades are projected on the object.



    Affect alpha:

    Color: With this parametro we can control the color of the shades projected on the object.



    Brightness: It increases or it diminishes the intensity of the shades on the objects matte.

    Reflection/Refraction/GI: Reflection amount:Amount of reflection that is affected by the object matte.
    Refraction amount:
    Amount of refraction that is affected by the object matte.
    GI amount: Global Intesidad of iluminacion that affects to the object matte.
    GI on not to other mattes: It prevents that the global illumination that affects the object repels
    on the rest of objects matte.




  19. #19















    (It we can find in the eyelash modifiers of each light).

    Transparent shadows: Activating this option the projected shades of transparent objects adopt the color of these.
    On the contrary if we deactivated it the shades took by defect a grisaceo tone.



    Smooth surface shadows: It smooths to the shades on the contours of the objects, allowing degrading but it uniforms.
    (It is a little appreciable effect at first sight).
    Bias: It marks the tendency to us of the shades to move away or to approach of the objects that project them.

    Area shadow: It allows us to control the amount of diffusion that efectuan the shades on the objects.
    Box: The shades are pronounced imitating the trajectory that serious produced by the effect of them on a bucket.
    Sphere: The shades are pronounced imitating the trajectory that serious produced by the effect of them on a sphere.



    Or, v, w size:It delimits the size of the spread one produced by the area shades.



    Subdivs: Like in the rest of the parametros of the VRay it controls the amount to us of samples that will be taken to define the quality in the shades.



    VRayLight

    On: It activates or it deactivates the use of the light.
    Double-sided: Vraylight allows to activate iluminacion in both faces of each.
    Hair net: The emitting object makes hair net of light (vraylight) for the scene.
    Normals ignores light:
    Normalize intensity: By activated defect it allows that the intensity of light is worked in watios by square meter.
    Deactivating this option the light multiplier defines the total intensity in watios of the luminous source.
    Not decay: When having activated this option the lights do not work in real physical measures of power.
    Color: It selects the color that will be projected by the light.
    Mult.: Multiplier or intensity provided by the light.
    Skylight vestibule: This option deactivated the manual multiplier of the lights, being replaced by the intensity of the light that we assign to the surroundings or Gi enviroment.
    Store with irradiance map: I calculate of the lights sera made the irradiation map along with.
    Smooth surface shadows: It smooths to the shades on the contours of the objects, allowing degrading but it uniforms.
    Type: Plane:Emitting object of light with flat form.
    Tame:Emitting object of light with dome form.
    Sphere: Emitting object of light with spherical form.
    Size: Size of the emitting object of light (vraylight) with respect to x-axis, and, z working based on the scale in the scene.
    Sampling: Subdivs:It controls the amount of samples that will be taken to define the quality in the shades.



    تحياتى

  20. #20
    يا سلام عليك يا مصطفى

    أسأل الله العظيم رب العرش الكريم أن يجزيك خير على ما فعلت .. وأن يجعل هذا العمل في ميزان حسناتك

    سأقوم من هذه اللحظة في إعداد المكان المخصص لهذ الكم الهائل من المعلومات في شبكة المحترفين

    وسأوافيكم بكل جديد ..

    ونحن الآن نبحث عمن يقوم بترجمة شرحية .. لا ترجمة حرفية .. حتى تكون هناك فائدة للمتعلم المسلم العربي

    مرة أخرى ألف شكر لك يا رجل السماء

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