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📄 shadeusersmanual.htm

📁 Digital Fusion 插件 Reelsmart.Shade.Shape.v2.0
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<p align="center"><font size="2">Animation of &quot;bump
amount&quot; parameter from 0.0 to 1.0</font><br>
Notice how the letters take less and less shape from the
inflation process.<br>
<a href="movies/bumpAmount.mov"><font size="2">(if you don't have
the QuickTime plug-in</font> <br>
<font size="2">click here for the movie demonstrating bump amount
slider)</font> </a></p>

<p><u>Bump Intensity</u>: This parameter controls how strongly
the bump map perturbs the normals. A greater value will cause
more variations in shading, but will keep the spatial variations
constant. </p>

<p>&nbsp;</p>

<p align="center"><embed src="movies/bumpIntensity.mov"
align="baseline" border="0" width="320" height="116"
autoplay="FALSE" playeveryframe="TRUE"> </p>

<p align="center"><font size="2">Animation of &quot;bump
intensity&quot; parameter from 0.0 to 1.0.<br>
Note that the bump map has been slightly blurred before
application.</font><br>
<a href="movies/bumpIntensity.mov"><font size="2">(if you don't
have the QuickTime plug-in</font> <br>
<font size="2">click here for the movie demonstrating bump
intensity slider)</font> </a></p>

<p><u>Bump Softness</u>: This parameter controls how much the
bump map is blurred before application. This parameter controls
how much detail of the original bump map is kept. </p>

<p>&nbsp;</p>

<p align="center"><embed src="movies/bumpSoftness.mov"
align="baseline" border="0" width="320" height="116"
autoplay="FALSE" playeveryframe="TRUE"> </p>

<p align="center"><font size="2">Animation of &quot;bump
smoothness&quot; parameter from 0.0 to 1.0</font><br>
<a href="movies/bumpSoftness.mov"><font size="2">(if you don't
have the QuickTime plug-in</font> <br>
<font size="2">click here for the movie demonstrating bump
smoothness slider)</font> </a></p>

<p><b>Note on bump mapping:</b> Because bump mapping perturbs the
shape, know that it will have an effect on reflection mapping as
well. <br>
&nbsp; <br>
&nbsp; </p>

<p><font size="5"><b>5) Light Positioning</b></font> </p>

<p><b>Shade/Shape</b> provides a directional lighting source with
2 directional controls. </p>

<p><u>XY direction</u>: This parameter controls from which angle,
about a circle, the light is shone. </p>

<p>&nbsp;</p>

<p align="center"><embed src="movies/xydirection.mov"
align="baseline" border="0" width="320" height="116"
autoplay="FALSE" playeveryframe="TRUE"> </p>

<p align="center"><font size="2">Animation of &quot;xy
direction&quot;</font><br>
<a href="movies/xydirection.mov"><font size="2">(if you don't
have the QuickTime plug-in</font> <br>
<font size="2">click here for the movie demonstrating this
slider)</font> </a></p>

<p><u>Z direction</u>: This parameter controls whether the light
is shone from a flat angle to the image (&quot;rim side&quot;
lighting, at a value of 0), to perpendicular to the image
(directly onto the image, at a value of 1). </p>

<p>&nbsp;</p>

<p align="center"><embed src="movies/zdirection.mov"
align="baseline" border="0" width="320" height="116"
autoplay="FALSE" playeveryframe="TRUE"> </p>

<p align="center"><font size="2">Animation of &quot;z
direction&quot;</font><br>
Note that the xy direction is kept at a constant 45 degrees.<br>
<a href="movies/zdirection.mov"><font size="2">(if you don't have
the QuickTime plug-in</font> <br>
<font size="2">click here for the movie demonstrating this
slider)</font> </a></p>

<p><b>Note on light positioning</b>: For Z direction equal to 0,
the XY direction parameter is very important. At a value of 1,
the light is directly aimed at the image (perpendicular), so the
XY direction paramater has no eaffect. <br>
&nbsp; <br>
&nbsp; </p>

<p><font size="5"><b>6) Controlling Materials</b></font> </p>

<p><b>Shade/Shape</b> provides the usual CG rendering lighting
and material controls: ambient, diffuse and highlights (also
known as &quot;specularity&quot;).. </p>

<p><u>Ambient Intensity</u>: This parameter dials in how much of
the original picture is used in the final image.</p>

<p>&nbsp;</p>

<p align="center"><embed src="movies/ambient.mov"
align="baseline" border="0" width="320" height="116"
autoplay="FALSE" playeveryframe="TRUE"> </p>

<p align="center"><font size="2">Animation of &quot;ambient
intensity&quot; from 0 to 1</font><br>
<font size="2">Notice how everything in the image gets brighter.</font><br>
<a href="movies/ambient.mov"><font size="2">(if you don't have
the QuickTime plug-in</font> <br>
<font size="2">click here for the movie demonstrating this
slider)</font> </a></p>

<p><u>Diffuse Color</u>: color of the light to shine on the
object. </p>

<p><u>Diffuse Intensity</u>: the amount of diffuse lighting to
use. Diffuse lighting is brightest where the object surfaces face
the light source and darkest where areas of an object face away
from the light source. </p>

<p>&nbsp;</p>

<p align="center"><embed src="movies/diffuse.mov"
align="baseline" border="0" width="320" height="116"
autoplay="FALSE" playeveryframe="TRUE"> </p>

<p align="center"><font size="2">Animation of &quot;diffuse
intensity&quot; from 0 to 1</font><br>
<font size="2">Notice how parts of the shape facing the light get
brighter.</font><br>
<a href="movies/diffuse.mov"><font size="2">(if you don't have
the QuickTime plug-in</font> <br>
<font size="2">click here for the movie demonstrating this
slider)</font> </a></p>

<p><u>Highlight Color</u>: controls the color of highlights on
the object. </p>

<p><u>Highlight Intensity</u>: controls how much of the highlight
color to add. </p>

<p>&nbsp;</p>

<p align="center"><embed src="movies/highlightAmount.mov"
align="baseline" border="0" width="320" height="116"
autoplay="FALSE" playeveryframe="TRUE"> </p>

<p align="center"><font size="2">Animation of &quot;highlight
intensity&quot; from 0 to 1</font><br>
<font size="2">Notice how the &quot;shiny&quot; parts of the
shape get brighter.</font><br>
<a href="movies/highlightAmount.mov"><font size="2">(if you don't
have the QuickTime plug-in</font> <br>
<font size="2">click here for the movie demonstrating this
slider)</font> </a></p>

<p><u>Shininess</u>: A greater value will make the object
shinier, a lesser value will make the object look rougher. </p>

<p>&nbsp;</p>

<p align="center"><embed src="movies/shininess.mov"
align="baseline" border="0" width="320" height="116"
autoplay="FALSE" playeveryframe="TRUE"> </p>

<p align="center"><font size="2">Animation of
&quot;shininess&quot; from 0 to 50</font><br>
<font size="2">Notice how the &quot;shiny&quot; parts of the
shape get <br>
more defined (smaller in size).</font><br>
<a href="movies/shininess.mov"><font size="2">(if you don't have
the QuickTime plug-in</font> <br>
<font size="2">click here for the movie demonstrating this
slider)</font> </a></p>

<p><b>Note on materials: </b>For users who are novices to 3D
lighting, it is best to start with settings where ambient
intensity and diffuse intensity sum to 1.0 (or close to one), in
order to prevent color clipping. <br>
&nbsp; <br>
&nbsp; </p>

<p><font size="5"><b>7) Reflection mapping</b></font> </p>

<p align="left"><b>Shade/Shape</b> reflection mapping allows you
to reflect an image on the surface of the objects. Parts of an
object that face toward the top of the image will tend to reflect
the top parts of the reflection map. Similarly, facets of an
object that face left, right or bottom will reflect the left,
right or bottom parts of the of reflection map, respectively.</p>

<p><u>REFL Reflection source</u>: This parameter determines what
is reflected. If nothing is chosen, no reflection mapping occurs.
</p>

<p><u>REFL Amount</u>: At a value of 1, the surface of the object
acts like a perfect mirror. That is, all of the color information
comes from the reflected image and none from the original source
image. Values between 0 and 1 allow you to dial between the
source image and the reflected image. </p>

<p align="center"><img src="images/reflectionMap.jpg" width="200"
height="100"></p>

<p align="center">Reflection map used for the example.</p>

<p align="center"><embed src="movies/reflections.mov"
align="baseline" border="0" width="320" height="116"
autoplay="FALSE" playeveryframe="TRUE"> </p>

<p align="center"><font size="2">Animation of &quot;reflection
amount&quot; from 0 to 1</font><br>
<font size="2">Notice how the more of the reflection map is
dialed in. The reflection source is similar to the <br>
reflection map shown at the top of this page: blue fading to
brown, from top to bottom.</font><br>
<a href="movies/reflections.mov"><font size="2">(if you don't
have the QuickTime plug-in</font> <br>
<font size="2">click here for the movie demonstrating this
slider)</font> </a></p>

<p><u>REFL Type</u>: Choices: Reflective, Projective. With
reflective mapping the image is allowed to distort more than with
projective mapping.</p>

<p>Note on reflection mapping: Reflection maps might not work
very well on very flat shapes. Because of this we supply two
mapping techniques. We suggest you use &#145;projective&#146;
when the middle of a shape if near flat. </p>

<p><font size="5"><b>8) Anti-aliasing</b></font></p>

<p><u>Antialiasing</u>: Choices: None, better, best.
&quot;Best&quot; gives the best image but takes the longest and
uses more memory. Turn anti-aliasing to &quot;better&quot; or
&quot;best&quot; when specular highlights or reflection mapping
renders in a chunky or &quot;staircased&quot; fashion.</p>

<p align="center">&nbsp;</p>

<p><font size="5"><b>9) View Normals</b></font> </p>

<p><u>View Normals</u>: This option allows you to view the
normals calculated for the shape, independent of shading or
reflection mapping. This can be very useful for analyzing the
shape and bump settings. </p>

<p>&nbsp;</p>

<p><font size="5"><b>Copyright 2000 RE:Vision Effects, Inc.</b></font></p>

<p>&nbsp;</p>
</body>
</html>

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