最近我们在做一些国外优秀CG作品赏析的专题翻译,与论坛各位新老朋友分享,将会逐期发布,供大家学习交流。翻译不足之处,恳请指正。
pc(9(. | R(#;yn 国外CG作品赏析 第一期 Siek Box House
LA(JA 原著:Rio Febrian 翻译:DM
O?<_,-. 更多专题敬请关注
http://www.***** E&=?\KM r]vBr^kq *8HxJ+[,[ @)Y7GM+^ / S^m!{ eJdQ7g[> u01^ABn 译者:刚看到这个
作品时,感觉特别享受,非常宁静,并且作者在植物的处理上也很自然、很到位,希望大家通过的我的翻译介绍可以学到一些东西。谢谢!
yL,B\YCf8 rx)Q] ;0{*V5A CONCEPT AND WORKFLOW
T0C'$1T 概念及工作流程
e;\c=J,eE {[# g#NUo/ I believe that the preparation and planning step is very important in every visualization project. I was imagining which environment would be good for this box house. I had a simple picture in my mind about a silent river beside the house, with many stones on the river. I used Linear Workflow for gamma setting in my scene, and I turned the gamma to 2.2.
%8}w!2D S 我相信在每一个可视化的项目里准备和规划步骤是非常重要的。我设想过怎么样的环境适才合表现这个Box house。在我的脑海中勾勒出一个简单的画面,一条幽静的小溪从房子旁边绕过,溪中沉寂着许多石头。在这个场景中,我使用了线性工作流配合GAMMA校正,GAMMA值为2.2。
A>S2BL#= ~0:c{v;4 A}O9e 4\iQ%fb MODELING
H%V[%
T4= 建模
=uEhxsj)S efm<bJB2 s"Wdbw(O ' As I mentioned before, this model was provided by the organizer of this challenge. But I remodeled this whole part of the house because I wanted to put some details with chamfered edges on every corner edge. I believe in reality most of the corner edges around us are chamfered, not sharp like a knife. I also made some details like screw heads on the railing.
D:0PppE 如前面所说,这个模型是由组织本次活动的官方提供。但是我对这个建筑的一些部分还是做了一些修改,因为我想在这个模型的边缘加上一些倒角细节。我认为在现实环境中,这种细节会大量的存在,它并不会像刀子一样锋利。同样,我也加了一些细节在栏杆和扶手上。
6OUjc 4kEFbzwx FB`HwE< !h~\YE) *G4; nEYJ?_55 ;K!Or TEXTURING
@2<J_Ja 纹理
Fu$otMw%l <|@9]>z gQ[4{+DSf Most of the textures that needed dirt, like the concrete wall, the window frame, railing, back-wall panel, pool andconcrete, used the VrayBlendMaterial. I used VRayDirt for the 1st and 2nd blend amount. But you have to swap occluded color and unoccluded color in it. One of the V-Ray dirt is normal, and the other one is invert normal, to put the dirt on both directions of corner (inside and outside). The last blend amount is for the leaking part at the bottom of the wall, I used a leaking texture from
www.cgtextures.com. Many of textures in this scene came from there. Here are my material setting for concrete wall:
l`k3!EZDS 大部分纹理都需要加一些污垢
效果,像混凝土墙面,窗口框架,栏杆扶手,后壁板,水泥池子,使用的是VrayBlend材质,我使用
VRay污垢
贴图作为前Blend材质里的前两个混合。但是你必需交换一下VRay污垢贴图里的受阻色和非受阻色。其中之一的VRay污垢是正常的则另外一个也会是正常的,用来控制角落里两个方向上的污垢(里边和外边),最后一个Blend最后一个贴图是控制墙体底部污垢露出来的部分。我使用的纹理是从
www.cgtextures.com网站上下载的,场景里的大部分贴图都来自这个网站,下图是是我的混凝土墙的
材质设置。
iDA`pemmi& Fpb1.Iz S/4kfsN '#fj) I needed to put different map channels for the dirt, so here are my UV mapping for the wall:
)`)cB)s 我需要在固有色贴图通道上添加一些污垢,以下是墙体的贴图UV
q/Q*1 })" : F I used the same method for the railings, pool concrete, window frame and back panels textures.
hE; 我使用同样的方法对栏杆扶手,水泥池,窗框和后壁板纹理。
#pZ3xa3R Vrnx#j-U :KQ<rLd Here is the ground material where I applied the VrayDisplacement modifier:
qU"+0t4 这儿的地面材质我添加了一个VRAY转换修改器
*aSFJK @~"0|,6VC [P^ .=F 7&X^y+bMe6 LIGHTING AND GI
k@[Bx> 灯光和全局照明
n04Zji(F@ }%%| '8 =!Ok079{[ In this scene I only used VRay Sun for the lighting. To get this kind of dusk mood, I put the sun at a very low angle and I increased the size multiplier to get blurred shadows.
rt f}4. 在这个场景里,我只使用了VRaySun作为照明,为了得到一个黄昏的调子,我将灯光的角度设置得非常低,并且我通过增加了VRaySun的size multiplier来得到模糊的阴影。
myH#.$=A 8}4V$b`Z Z(Xu>ap S/8xo@vct] Next, we have to define the environment background and GI. I used two slots for the material, one of them for the background, and one for lighting (GI). Both were made the same, but just in case I needed to make some changes, I made them in separate slots. For the environment background and GI, I used a mix of material between VraySky and Bitmap. The bitmap is a 360° sky bitmap that I downloaded from
www.cgtextures.com, I choose the dusk one. I did many tests for this to define the mix amount (which one is better, close to the VraySky or close to the bitmap sky). In the bitmap, I also brought the RGB levels up to get the right level. Here is the mix:
lE /" 接下来,我必须去设置一下背景环境和全局照明。我使用了两个材质,一个是给背景,一个是给全局照明的。他们两的制作方法是一样的,但是以防万一,我需要做一些改变。我使他们相互不关联,在背景环境和全局照明里,我使用VRaySky和位图进行混合的材质,位图是360度的全景天空图片,也是从
www.cgtextures.com上下载,我选择了一个黄昏的效果。我做了很多测试来调节他们的混合程度(哪一个更好,更接近VraySky或者是位图天空)。在这个位图里,我也调节RGB的级别来得到一个比较好的效果,下面就是这些设置。
z1s9[5 rqifjsv ^ygN/a>rr \=1k29O aabnlOVw GRASS, PLANTS AND SCATTERING
cSQvP. 草,植物和摆放
FSC74N/ I used models from iTree and Evermotion for the trees in this scene and of course I proxied them. For the grass I used models from iGrass, and then I scattered them using multiscatter and multipainter. I also painted some gravel on the ground. Here you can see the scatters I used:
X]M)T 这个场景里我使用的模型来自iTree和Evermotion树库并且我将他们进行了代理。这些草我使用的模型来自iGrass,并用我用multiscatter和multipainter来摆放他们。我也绘制了一些碎石在地面上,下面你可以看到:
0OP6VZ\ ~}(}:#>T P'R!"
# )lE]DG! Main grass:
YOd0dKe 主要草植物
0PjWfM8% 9m/v^ $<OX\f% P|Dw+lQj Field big-grass
(Z fY/ 场景里一些大的草植物:
c_"]AhV~Mg L'iENZI$ -W38#_y/\ Z]V^s8> Galium plants
j^-E,YMC Galium植物
3#<b!Yz hLK5s1#K A/ZZ[B- a|?& Gravel (I used the asteroid generator script to create many different shapes of stones):
"*UN\VV+s 碎石(我使用asteroid generator
脚本来创建很多形状不同的小石头)
5-qk"@E W Bu7Ztt* rHYSS0*3 M~/7thP{ RENDERING
ja !K2^ 渲染 v3\
| ufl[sj%^| n92*:Y I rendered this scene with V-Ray, my favorite render engine. Here are the render settings:
6="Qwrk 我使用VRay渲染这个场景,它是我最喜欢用的
渲染器,下面是一些渲染设置。
#dO8) t JJC YM KYw~(+gHv2 vC#_PI THE POST-PRODUCTION
Y9<N#h# 后期制作
&[yW}uV<7 =`st1K FH3^@@Y% In this post-production step, I used Photoshop and MagicBullet PhotoLooks. Actually this is not a heavy post production. I only did color corrections, added contrast, glow and fixed the saturation on grass. Here are the layer/steps:
!#[B#DZc( 这里的后期制作,我使用了Photoshop和MagicBullet PhotoLooks(注:调色
插件“魔术子弹”)。其实这并不是一个很复杂的后期制作,我只做了一些颜色修正,增加对比度,辉光和草地饱和度的设置,下面就是调节的图层及步骤。
0%(.$c>:f 18eB\4NlD #r,LV}*qg Original render
/LK,:6 最初渲染
< C1Jim X~2L w<|Qezi3
w "3;b,<0 Darker water and stones
/^pPT6 深色的水和石头
c'}dsq\ I.>SC o6ag{Yp f&2f8@ Color correction and add contrast
ZnNl3MKV 颜色修正和增加对比度
p:Hg>Z S{fFpe- .P#+V$qhv |y$8!*S~( Color correction and sharpening
Q:^.Qs"IK 颜色修正和锐化
4N[KmNi< d1BE;9*/7 ,GUOq!z DkJ "#8Yl= More sharpening on the gravel and stones area
B>UF dj]- 更多的锐化在碎石和石头区域
L0X/ N%Uk/ c' {'a|$u+ 0Zh]n;S3m Reduce grass saturation
y8j6ttQv=t 降低草的饱和度
:r4o:@N' sc&u NfJ I7XJPc4} 7 g|EqJ7 More contrast and sharpening on the left/foreground tree
(v}4,'dS 调高对比度,加强左边背景树的锐化
;6M [d } 89-U gC+?5_=< fS$;~@p Adding sky glow
=2@V} 添加天空光晕
Rga
*68s|& 8"}8Nrb0 %-woaj 66-tNy Adding a little bit fog using Z-depth
F*T$n"^ 用Z-depth添加一小些雾效
=!\Y;rk zpjE_| {1gT{2/~@ J0Gjo9L Add darker part at the bottom of the stones:
&->ngzg 将一部分石头底部加深
v[r8-0c l0U23i md,KRE %lD+57= As you can see, the post production for this scene is not complicated, it is only about adding contrast, color correction, and adding fog and glow. But the most important thing is to think creatively when we compose the image.
:a^/&LbLm 正如你所看到的,对于这个场景的后期制作并不复杂,它仅仅只是增加对比度,颜色修正和添加一些光晕和雾效,但是最重要的事情是我们应该考虑怎么去添加合成这张图片
u HW'F(; 3I(;c ,S k?$I4&|5Nt Here are the wireframes for every single view that I posted before:
3)OQgeKU 这里是我之前发的一些单帧的模型线框图。
XMiu}w! 'y=N_/+s 6]4#8tR1_ 9?8PMh. fvcS=nRQv 5mC"8N1) c!_c, vwrn B\v+C!/f| Well, I hope you enjoyed this article, and may it help you in some way,Please feel free to ask if there are any questions.
tq}45{FH3 很好,我希望你能喜欢这篇文章,并且能在某种程度上帮助到你,如果你有任何疑问请随时提问。
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