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  • #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:
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    • #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 iluminación.(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).




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      • #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.



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        • #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.



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          • #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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            • #21
              مشورين وجزاكم الله خيراً
              بازار كوم
              مكتبة مجانية للجرافيك و 3d

              MS4d 0124036071
              (( لا إله إلا أنت سبحانك إني كنت من الظالمين ))

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              • #22
                مشكووووووور أخوي مصطفى عل الترجمة ,,,

                والله يجزيك كل خير .....

                ----- مشكور أخوي الرايقي على الموقع ...........

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                • #23
                  المشاركة الأصلية بواسطة الحسني
                  يا سلام عليك يا مصطفى

                  أسأل الله العظيم رب العرش الكريم أن يجزيك خير على ما فعلت .. وأن يجعل هذا العمل في ميزان حسناتك
                  هل من الممكن اني اتقن الفيراي


                  ولاانسى الرايقي الذي احضر الموقع
                  جزاك الله خير

                  Ibrahim3d(((AT)))hotmail.com

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                  • #24
                    لقد انتهيت من هيكلة القسم كاملاً ولم يبقى إلا الترجمة ..

                    أدخل هذه الصفحة http://myweb.saudi.net.sa/p-site/mqbac/vray/drs2.htm

                    ننتظر من يتبرع .. أتمنى ممن لدية المقدرة أن يخبرنا حتى نقوم بمتابعة الموضوع

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                    • #25
                      جزاك الله خير يارجل السماء

                      ماشاء الله تعرف اسباني !!!!

                      شكرا لك على الترجمة

                      ننتضر العربي

                      لا اله لا الله محمد رسول الله

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                      • #26
                        المشاركة الأصلية بواسطة الحسني
                        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
                        نعم الله يرحم والديك
                        « 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 »

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                        • #27
                          جزززززززززززززززززاك الله كل خير و أثقل ميزان حسناتك و عظم أجرك إنشاء الله

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                          • #28
                            شكراً أخي رجل السماء لهذا المجهود, يبدو أن أعمال الخير تنسى بسرعة

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                            • #29
                              الله يعطيكم العافيه
                              العزة لله ولرسوله والمؤمنون

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