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موقع لتعليم تأثير اعدادت الفيراي

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  • 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
    لا استخدم الماكس و لكن الموقع بيفيد الكثير من الاعضاء و طريقة الشرح ممتازه

    شكراً لك اخوي الرايقي

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    • #3
      السلام عليكم اخواني

      شكرا لك اخي الرايقي وبارك الله فيك وسدد خطاك..

      موقع جميل وشرح مبسط جدا.

      وشكرا
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      • #4
        موقع جميل ومفيد جزاك الله كل خير
        يسري حادي للتصميم
        http://www.youtube.com/user/yosrihadi?feature=watch

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        • #5
          مفيد شكرا....
          تصاميم
          A H M E D
          .............................
          أحمد
          Designs

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

            يسلموو يالزيز يارايق
            Just Now

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            • #7
              يسلمو كتير على الموقع الممتاز

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              • #8
                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

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

                  افتح عيون عقلك لرؤية المجهول

                  سر نحو الهدف ولو لاخر الدنيا

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

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                    • #11
                      جزاك الله خيرا أخي الرايقي ...

                      وجعله في ميزان حسناتك ...

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                      • #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

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                        • #13
                          ممتاز يا رايقي ...

                          لم أكن قد شاهدته بعد ....

                          سلمت يداك ....

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                          • #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.










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                            • #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 interpolación 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 interpolación.
                              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
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