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Tutorial dnh cho nhng ngi va hc hoc cha tng s dng 3DSMax. Tutorial hng dn c bn v giao din, cch s dng cc lnh c bn trong 3DSMax v dng mt iu khin t xa . Tutorial cng bao gm phn gn vt liu v Render. Cm n anh nnso'n ng gp mt Tutorial rt c gi tr

Tutor ny mnh lm trn max 5, nhng mnh ngh rng nu cc bn dng max4 hoc 6 hoc cc bn cao hn th cng khng c g ng s lm OK, here we go. Di chuyn v dng hnh u tin mnh o kch thc ci iu khin ca mnh (nhn tin mnh c li khuyn cho cc bn trong s la chn modeling ci gi, cc bn nn tp lm nhng ci gi m bn c th cm c vo tay, s? nn, v nhn c t cc gc cnh khc nhau). S o mnh nhn c : 18mmx43mmx185mm. S o ny cho php mnh bit c t l cc cnh ca ci iu khin. Chng ta bt u: 1. wiewport Top ta dng 1 box. Parameters ta nhp nhng s liu nh hnh 1(H.1). t tn cho box l RC(remote control). 2. Nhn vo nt "Affect Pivot Only", sau "Center to Object" v mt ln na "Affect Pivot Only"(H.2). Nh vy Pivot s chuyn vo tm ca box. 3. Nhn nt "Select and move" (hot key "W"), sau F12. ca s Move transform Type- in phn absolute:world ta vo cc gi tr s 0 cho tt c cc trc x,y,z(H.3)

4. n nt phi ca chut (box selected), contest menu chn "convert to editable poly" (H.4) 5. Mt ln na nhn nt phi ca chut. Contest menu chn Sub-objects-->Vertex(H.5) 6. chn tt c cc vertex nh H.6 (Cc vertex c chn c mu ) 7. Nhn nt Non-uniform scale(H.7) 8. Scale cc vertex theo trc X. Kt qu nhn c cn phi nh H.8

9. By gi chuyn qua ca s Front. chn cc vertex nh H.9 10. Scale theo trc Y, kt qu nhn c phi nh H.10 11. Chuyn qua Top. chn cc vertex nh H.11 12. Scale theo trc Y, kt qu nhn c phi nh H.12 13. mc Subdivision surface chn "Use NURMS subdivision", interations=2(ch : gi tr ny cng ln thi object cng nhn, nhng s polygon cng nhiu v i hi nhiu resource hn) H.13

14. chn "Select and move"(hoc n "W").Chuyn qua Front. Ln lt chn cc vertex v dch theo trc X (H.14). Kt qu nhn c phi nh H.15 15. Vn Front, chn cc vertex nh H.16 v dch theo trc Y. Kt qu nhn c phi nh H.17

16. n nt vertex level, sau n nt phi chut, Contest menu chn Convert to Editable mesh(H.18) By gi chng ta cn modeling vt khp gia 2 na ca ci iu khin. lm c iu ny chng ta s dng Boolean. Trc tin cn phi lm 1 copy ca RC(box, hy vng cc bn vn cha qun l chng ta t tn cho box l RC ). 17. n Ctr+V(hoc vo Edit->Clone). "Clone option" chn "copy" v tn cho obj. mi l RC_copy(H.19) 18. Tm thi chng ta cha cn RC nn c th giu n i. Display tools chn "Hide by Name" . Sau chn RC v n "Hide"(H.20) 19. n Non-uniform scale(hot key "R"), sau F12. Qua ca s Top. Scale transform Type-in vo tr s 98 cho trc X va 90 cho trc Y phn Offset:Screen(H21) sau ng Scale transform Type-in . 20. ca s Top dng 1 box mi. Kch c v v tr nh H.22

21. Qua Front, dch chuyn Box01 theo trc Y, kt qu phi nh H23. Sau vo Creat->Geometry->Compound object(H23) 22. chn Box01, n Boolean, sau Pick operand B v n chut vo obj. RC_copy(H.24). Kt qu l box01 b thng 1 l c c bng RC_copy. Tip theo Convert box 01 thnh Editable mesh(nh bc 16) 23. n nt phi chut, Contest menu chn Unhide All(H.25) 24. chn RC. Lp li bc 22, ch c khc l Operand B by gi s l Box01(H.26). Kt qu nhn c phi nh l H.27. Sau Convert RC thnh Editable mesh.

25. Qua Left. Vao Creat ->Shape->Rectangle dng 1 hinh ch nht. V tr va kch c nh H.28 26. chn Rectangle01, vo Modifiers->Extrude(H.29). Cc gi tr Amount v Segment xem H.30 27. n Align(hot key Alt+A). n chut ln obj. RC. ca s Align selection chn cc Option nh H.32, sau n Apply->OK. 28. Convert Rectangle01 thnh Editable mesh. n Ctr+V Clone Rectangle01(ging nh bc 17). t tn cho obj. mi l IR_window(infrared-window).By gi chc cc bn on ra l mnh nh lm gi vi my ci rectangle ny . 29. chn IR_window, n Scale(hot key 'R') sau F12. ca s Scale Transform Type-in vo tr s 98%. 30. Qua Top. n 'H' gi ca s 'Select by Name'. chn Rectangle01 v n Select(H.33). n 'W', dch Rectangle01 theo trc X v pha tri(H.34) 31. chn RC. Lp li bc 22. Operand B s l Rectangle01. Sau Convert thnh Editable mesh. 32. chn IR_window, n 'W' sau dch IR_window theo trc X. Kt qu nh H.35 33. By gi ta modelling tip ci Panel( ch m c cc nt v ch s mu trng). V tr v kch thc nh H.35 ). Top dng Rectagngle( H.35 c

34. chn Rectangle01. Lp li cc buc 26,27,28 ch c iu t tn cho obj. mi(clone Obj.) l Panel. H 36 cho cc bn thy Option ca Align. 35. Top chn obj. Panel. n 'R', sau 'F12'(ch : c th bn phi n 'R' qu 1 ln c c Scale Transform Type-in nh H.37). Vo cc gi tr sau Offset:Screen X=99,Y =98, Z=10(H.37) 36. chn obj. RC. Lp li cc bc 22. Operand B l Rectangle01. 37. Qua Front. chn obj. Panel(bn c th dng Select by Name nh bc 30 cho tin). n 'W' sau dch obj Panel theo trc Y. Kt qu nh H.38 38. Tip ti chng ta ch lm vic vi obj. Panel nn tm thi c th giu cc obj khc cho ri mt. n nt phi chut, chn Hide Unselected(H.39). 39. Top dng 1 ChamberCyl(Creat->Geometry->Extended Obj. H.40). t tn cho ChamberCyl l Power_button. Kch c v v tr nh H.40,41. (Cc bn c th ra cu hi dng ChamberCyl lm g cho lm Polygon? Mnh gii thch ti sao: Trong thc t khng c tn ti cnh sc. Nu nh cc nt m c cnh sc th c l sc xut b t tay s ln n chng n ). Tm li cho obj. trng ging vi thc hn khng nn lm cnh sc.). Convert Power_button thnh Editable Mesh. By gi cn phi to Clone ca Power_button. n Ctr+V. Obj. mi t tn l Power_button copy(H.41)

40. chn Power_button copy. n 'R' , sau 'F12' (C th bn phi n 'R' hn 1 ln c c Scale Transform Type-in nh H.42). Vo tr s 106% (H.42). Cn phi ch 1 iu l , chng ta khng c dch chuyn 2 obj. Power_button v Power_button copy tng i vi nhau, bi vy khi cn thay i v tr ca chng , ta cn phi chn c 2 obj. v thay i chng ng thi. 41. Top dng ChamberBox. V tr v kch thc nh H.43. t tn cho ChamberBox l Pad. Convert obj Pad -> Editable mesh. n Ctr+V Clone obj. Pad. Obj mi gi l Pad copy. chn Pad copy, n 'R' sau 'F12'. Offset:Screen vo gi tr 106%(H.44)Cng nh Power_button v Power_button copy, Pad v pad copy khng c dch chuyn tng i nhau. 42. Top chn Pad v Pad copy. n 'W', sau gi nt Shift v dch Pad &Pad copy theo trc Y(H45). Clone Option xem H.45. Kt qu nhn c phi nh H.46(C th ln u tin bn s khng nhn c kt qu nh mun, lc c th n Ctr+Z (Undo) v lm li . Mnh ln u tin cng khng lm c ngay).

42. n nt 'H', chn tt c cc obj Pad* v Pad copy* v n Select. n 'W', gi nt Shift, Top ko cc obj. theo trc H.47). Clone Option nh H.47(Number of Copies=9). Kt qu cui cng phi nh H.48(ca s Top).

Ln u c th khng lm c ngay nh . Lc s c Ctr+Z gip . C th bn cng phi thay i v tr ca Power_button v Power_button copy. (Nh l phi dch chuyn chng ng thi). 43. n 'H', chn cc obj sau Pad08, Pad10,Pad11, Pad copy08,Pad copy10,Pad copy11(cc bn c th dng Ctr,Alt v Shift cho s thun tin) v n Select. Sau n Delete. Nh vy chng ta xa b cc nt m ta khng cn(H49).

43. chn obj Pad. n Modifier->Attach list. chn tt c cc obj Pad* v Power_button(cc bn c th dng Ctr,Alt va Shift cho s thun tin) v n Attach. Nh vy ta gp tt c cc obj nt vo thnh mt obj Pad(H50). Tng t nh vy ta gp tt c cc obj Pad copy* v Power_ button copy vo thnh 1 obj Pad copy.

44. chn obj Panel, sau vo Creat->Compound Objects->Boolean. n Pick Operand B, sau n 'H'. chn Pad copy v n Pick(H.51).Kt qu l trn Panel xut hin nhng l cho Pad.

45. n nt phi chut, chn Unhide All(H.52) 46. chn obj RC. Lp li cc bc tng t nh bc 43 gp tt c vo thnh 1 obj RC. Kt qu nhn c nh H.53. Nh vy l chng ta kt thc phn modelling. Save scene li vao file RC.max.

***************************************************************** Tutorial dnh cho nhng ngi va hc hoc cha tng s dng 3DSMax. Tutorial hng dn c bn v giao din, cch s dng cc lnh c bn trong 3DSMax v dng mt iu khin t xa . Tutorial cng bao gm phn gn vt liu v Render. Cm n anh nnso'n ng gp mt Tutorial rt c gi tr

Tutor ny mnh lm trn max 5, nhng mnh ngh rng nu cc bn dng max4 hoc 6 hoc cc bn cao hn th cng khng c g ng s lm OK, here we go.

Vt liu By gi chng ta s lm vt liu cho ci iu khin. Nu bn c ci iu khin th cm vo tay v nghin cu nh . Chng ta thy g? Ci iu khin chc l khng cn mi. Trn iu khin chc l c nhiu vt xc, vt bn, vt m, v vy mu sc v tng phn cc ch khc nhau. Nhng ln ny chng ta s ch lm vt liu mi(tuyt i mi). Nhng iu mnh ni trn ch cc bn thy c trong thc t khng c vt tuyt i mi cng nh khng c cnh sc tuyt i. Bi vy lm 1 vt trng ging nh tht cn phi ch ti nhng im ny. y l 1 cng vic ht sc phc tp. Cn chng ta th bt u t ci on gin trc Bi v chng ta gp tt c vo thnh 1 obj RC m cc b phn ca ci RC c Material khc nhau, nn bc u tin chng ta cn phi nh Material ID cho tng b phn ca ci RC. Chng ta s t Material ID nh sau: ID1: Thn ca ci iu khin ID2: Cc nt bm ID3: Ci Panel ID4: Ci Infrared-window Ta lm vic ny nh sau: 1 chn obj RC. n nt phi chut v chn Subobject->Element(H54) 2 n vo thn ca RC. Lc ci thn c mu nh H.55(nu nh khng c mu th cc bn n F2). phn Material vo tr s 1 H.55(bi v ID ca n l 1) 3 Tng t chn tip cc nt (bn c th dng CTR,Alt cho thun tin ) v vo tr s 2(H.56) 4 Tng t nh vy ta nh ID 3 cho Panel v ID 4 cho Infrared-window

5. n chut vo Element quay v Top level. n 'M' gi Material Editor(H.57) 6. V RC cha nhiu Material nn chng ta cn dng Material Multi/Sub-Object. Ta lm nh sau. n nt Get Material(Hnh cu nh mu xanh v mi tn mu en). Material/Maps Browser nhy chut 2 ln vo Multi/Sub-Object (57)

7. n Set Number. Vo tr s Number of Materials=4, n OK(H58) 8. t tn v chn mu cho cc Material(H59). Mu Default ca Material l mu xm. i mu bn nhy chut vo hnh vung nh(di ch On/off). Sau n Acsign Material to Selection(hnh cu xanh, mi tn en v box mu trng). Xem H.59. Ch l trong lc ny RC c chn. Kt qu nhn c nh H.60( thay i Wiew method cc bn dng hot key F3 v F4)

9. n 'M' nu nh bn ng Material Editor. mc Sub-Material n vo nt cnh tn RC(H.59, trong trng hp ca mnh l nt c ch Material#2(Standard)) 10. By gi chng ta xem xt 1 vi Parameters sau(H.61): - Shader: y bn c th chn cc Algorythm khc nhau(Phong, Blinn, Anisotropic, Metal....). - Ambient: Mu ca obj phn khng c chiu sng. thng l mnh dng mu en - Diffuse: Mu ca obj. phn c chiu sng. Theo mnh hiu th y l mu ca obj.(Ch : Theo default th Ambient v diffuse c mu nh nhau. Chng ta cn tt b Lock n vo nt (ging ch C) pha bn tri Ambient) - Specular: Mu ca obj. ch phn x nh sng mnh nht(highlight). thng c mu trng( Nu nh ngoi tri, di nh sng mt tri(nng to ) th c sc hi vng) thay i mu bn cn nhy chut vo mu bn cnh Tip theo: - Specular level: c gi tr s. y l c?ng sng ca Highlight. Nh vy, vt cng bng th ch s ny cng ln - Glossines: Xc nh c ca Highlight. Tr s ny cng ln th c ca Highliht cng nh. thng th vt cng rn th tr s ny cng ln, vt t v mm th c tr s ny nh - Soften: Tr s ny cng ln th ranh gii gia Diffuse v Specular cng m?. Nu nh vt bng th nn tr s ny b. Cc vt liu nh cao su, phn, thch cao, vi th nn tr s ny ln By gi chng ta bt u lm vt liu cho RC. V RC lm bng nha cng nn ta chn Shader l Anisotropic(Shader ny thng c nhng vt liu c vt xc di, song song nhau). Ambient: R=0, G=0, B=0(c ngha l mu en) Diffuse:R=0, G=0, B=0 Specular: R=255, G=255, B=255(c ngha l mu trng) Specular level=150, Glossiness=90, cc tr s khc nguyn

10. Trong thc t khng c vt tuyt i nhn, bi vy ta cng cn lm cho ci RC tnh cht . lm vic ny chng ta dng Bump map. Vo mc Maps(H.62). Chng ta cn "cng" 1 map ln RC, sau Max s t to rp trn obj. da vo tnh cht ca Map. Nm na l nhng ch tng ng vi mu sng ca Map thi s nh ln, cn ch ti th lm xung. Trong trng hp ca chng ta, mnh ly 1 Noise maps lm Bump. Ta thc hin cc bc sau. n vo nt None mc Bump. Nhy chut vo Noise(H.62). phn Noise parameters chn Noise type=fractal, Size=0.1,sau n nt Go to Parent (Mi tn mu en ngay trn nt Noise) quay v mc Maps(H.63) 11. phn Amount vo tr s =7(Tr s ny cng ln th rp cng mnh) xem H.65 12. thng th nn dng Bump Map kt hp vi Specular level Map, bi vy ta nn ci thm Noise Map ny vo lm Specular level map. Bn c th lm ging nh bc 10 v 11. Tuy nhin c 1 cch khc tin hn. Bn lm nh sau: n nt tri chut vo Bump Map(Trong trng hp ca mnh l Map#8(Noise)xem H.65), khnh bung ra v ko ln nt None cnh Specular level ri bung ra. ca s Copy Map chn Instance(H64) v n OK. Ti sao li chn Instance? Lm nh th th mi ln bn c thay i g (noise type, size, color...) 1 Map th map kia cng s c nhng thay i ht nh th. Ci ny rt ph hp vi chung ta, bi v chng ta cn cho 2 Map ny lc no cng ging nhau. 13. Ci iu khin c 1 tnh cht na l phn x. phn x khng mnh nh gng nhng m nu m nhn k th ta c th nhn thy bng ca cc vt khc nm cnh n. to ra tnh cht ny ta lm nh sau. n vo nt None Reflection(H.66), sau nhy chut vo Raytrace(H.66). mc Raytrace Parameters->Trace Mode chn Reflection. Sau mc Background n vo nt None, tip nhy chut vo Bitmap. Bn c th load bt k mt ci bitmap no cng c(v d nh bu tri my). Lm nh vy lm g? Bi v rng l Raytrace hon ton khng c tc dng g nu nh khng c g xung quanh phn x. Map ny c tc dng l to ra mi trng cho Raytrace phn x. 14. mc Coordinates chn Environ v Spherical Environment(H.68)

15. n nt Go to Parent 2 ln quay v mc Mp. Vo tr s Reflection Amount= 10 (H.69)

16. Tng t nh vy ta lm vt liu cho cc b phn khc. S liu nh sau: * Pad: - Shader: Blinn - Ambient: 0,0,0 - Diffuse: 77,77,77 - Specular: 159,159,159 - Specular level: 2 - Glossiness: 5 - Soften: 1 - Bump map: Noise (type=fractal, size=0.15) - Bump Amount=7 - Reflection map: khng cn *Panel: - Shader: Blinn - Ambient: 0,0,0 - Diffuse: 0,0,0 - Specular: 255,255,255 - Specular level: 80 - Glossiness: 30 - Soften: nguyn nh default - Bump map: Noise (type=fractal, size=0.1)

- Bump Amount=5 - Reflection map: ging nh ca RC - Reflection Amount=7 *IR-win: - Shader: Blinn - Ambient: 0,0,0 - Diffuse: 80,17,0 - Specular: 255,255,255 - Specular level: 120 - Glossiness: 70 - Soften: nguyn nh default - Bump map: Noise (type=fractal, size=0.1) - Bump Amount=5 - Reflection map: ging nh ca RC - Reflection Amount=12 17. Nh vy l cc b phn ca RC c vt liu, ch c iu l trn Panel chng c s m g c. Cho mnh ci iu khin ny th mnh cng chu khng bit bt TV kiu g . Bi vy by gi chng ta cn lm nt khu cui cng l v s m ln trn Panel. Trc ht chng ta cn phi co 1 ci mu v cho chnh xc, ko khng s m nm linh tinh c. Mt ci iu khin nh th chc chng ai cn, thm ch l 3D-model . Chng ta gii quyt nh sau. u tin ng tt c cc ca s Material Editor va Map Browser li. Qua ca s Top. n Alt+W. Sau n Ctr+W v Zoom in RC nh H.70

18. n PrintScreen lm ci ScreenShot. 19. Chy Photoshop(Bn c th dng chng trnh khc tng t). Paste ci ScreenShot ny ra. Ct ly ming va bng ci Panel(H.71)

20. Paste n sang 1 Document mi. Rotate ci Document ny 90 theo chiu kim ng h. To 1 Layer mi v v s m. Kt qu nhn c nh H.72

21. By gi xo b cc Layer phn i. Save Map vo File dng *GIF(Trong trng hp ca mnh l Untitlled 1 copy.gif). Ti sao li l *GIF? Bi v dng ny c gi thng tin v Alpha Chanell, ma chng ta li cn cho Map ch che obj nhng ch c s. Nm na la vic ta cn l vit ch bng sn trng ln mnh nha trong sut sau gin ln trn Panel 22. Quay v Max. n 'M'. n vo Material RC. n vo nt nh cnh Diffuse. Nhy vo Bitmap Map Browser(H.73). Load file *GIF m bn va v xong (Trong trng hp ca mnh l Untitlled 1 copy.gif ) 23. Bitmap Parameters tt Option: Premultiplied Alpha, sau n nt Show Bitmap in Wiewport(Ci box nh c bn c xanh trng ). Xem H.74 24. ng Material Editor li. Chng ta thy trn Panel xut hin my ci s long ngong trng xu gh. Ti sao vy? Ti v chng ta cha t to cho Map. Ta lm iu ny ngay by gi. chn obj RC, vo Sub-objects-> Element. Sau n Select By ID. ca s Select By Material ID vo tr s =3 (Cc cc bn cn nh l Panel c

ID l 3 )v n OK(H.75) 25. n UVW Map, chn Planar (H.76) 26. Kt qu nhn c nh H.77. Vn cha c. Ti sao? Chc cc bn cn nh l trong Photoshop chng ta Rotate Map i 90 . By gi cn phi quay ngc li. Cn lm nh sau: n vo du + cnh UVW Map v chn Gizmo. n Select and Rotate (hot key 'E'). Sau ca s Top quay Gizmo quanh trc Z 90 ngc chiu kim ng h. cho tin bn nn bt Angle Snap(hot key 'A'). mc Alignment chon trc Z v n nt Fit (H.78)

27. Kt qu nhn c nh di

Nh vy l chng ta va lm xong ci iu khin ca TV Toshiba (Model ny c ri nhng lm vic rt tt ). By gi cc bn c th lm thm 1 vi vt khc na (Ci bn, ci cc, telephone....) v Render. Hy vng l bi vit ny gip cc bn c phn no trong qu trnh hc Max v 3D ni chung.

Tutorial dnh cho nhng ngi va hc hoc cha tng s dng 3DSMax. Tutorial hng dn c bn v giao din, cch s dng cc lnh c bn trong 3DSMax v dng mt iu khin t xa . Tutorial cng bao gm phn gn vt liu v Render. Cm n anh nnso'n ng gp mt Tutorial rt c gi tr

Tutor ny mnh lm trn max 5, nhng mnh ngh rng nu cc bn dng max4 hoc 6 hoc cc bn cao hn th cng khng c g ng s lm OK, here we go.

Render vi Brazil Lu , phn 3 ny dnh cho nhng ngi dng c kinh nghim vi cc GI Engine, bn nn c nhng bi vit v Vray hay Scanline trn 3DVN trc khi c phn ny Chng ta tip tc phn rendering. Chng ta render bng Brasil cho nn cc bn cn phi ci t plugin ny. Plugin ny cc bn c th tm c phn download nh vt liu y Chng ta bt u. Trc tin ta lm ci bn (ng hn la ci mt bn). Top dng 1 ci Plane. Kch c nh H.1 (C nh vy bi v map c c l 781x512, lm nh th th chng ta s trnh c tnh trng map b gin hoc b co li). Ly tn cho Plane l Table front, chn Table, n Alt+A. n chut ln RC, xut hin ca s Align Seletion. chn cc options nh H.2, n Apply sau OK.

Nh vy ci iu khin by gi nm trn mt bn. By gi chng ta cn lm thm 2 vin bi m chrome trng cho vui mt (Mnh nghe ni l mn m 2 vin bi ny trong tay rt c li cho thn kinh ). Top dng 1 Sphere. n Alt+A, sau n ln Table. chn cc option nh H.3, n Apply, sau OK. Vin bi s dch ln mt bn.

Thm camera vo scene H.4.

Chuyn qua Perpective. n C c c Camera view. Sau n Shift+F bt Safeframe(lm nh vy ta kim sot c sao cho cc obj. nm g?n trong frame. Cc obj. hoc cc phn ca obj. nm ngoi khung mu ngoi s khng c render). S dng cc nt Dolly camera, Field of view.... nhn c khun cnh m bn thch(H.5)

n F10, xut hin ca s Render Scene. mc Current Renderers, phn Production n Assign..., chn Brasil r/s v n OK(H.6). Nh vy c ngha l scene s c render bng Brasil. n M gi Material Editor. n Option(H.7), xut hin ca s Material Editor Options. phn renderer chn Current(H.7) sau n Apply v OK. Nh vy Material editor s dng Current renderer(c ngha l Brasil) render cc mu Material.

By gi chng ta cn lm vt liu cho Table va vin bi. chn 1 slot cn ri. n Get Material, Material/Maps Browser nhy chut 2 ln vo Brasil Basic Mtl(H.8). t tn cho material l Table. t cc gi tr sau Specular level=50, Glossiness=40. n nt nh cnh Diffuse load map vo diffuse (Woodenplan.jpg). chn obj. Table, qua Modifier v n UVW map. chn Planar type(H.9). Convert Table thnh Editable Mesh tit kim b nh. n nt nh cnh Reflect v load Falloff map(H.10). Falloff Parameter n vo mu trng. i mu thnh mu xm R=134, G=134, B=134(H.11). Bump map = Woodenplan.jpg, Value=3 H.12 (Ch mt im l bump s lm tng thi gian render, bi vy bn c th b bump i, tuy nhin nh vy kt qu trng s khng tht i mt phn) Assign material ny cho obj. Table

chn Sphere. n UVW Map, chn Spherical type(H.10) By gi chng ta lm vt liu cho vin bi. Tng t nh trn load Brasil Basic Mtl vo 1 slot khc cn ri. t tn cho vt liu l Chrome. t cc d liu sau cho Chrome: Ambient = 0,0,0 Diffuse = 0,0,0 Reflect = 237,237,237 Specular color = 255,255,255 Specular level = 100 Glossiness = 80 Bump map = scratch.jpg Bump value = 10 (xem H.14) Assign Chrome cho sphere. chn Sphere, n Ctr+V clone thm 1 vin bi na.

Tng t nh trn load thm Brasil Basic Mtl vo slot khc na. t tn cho material l Black Plastic. Vt liu ny s thay cho vt liu RC (standard) m chng ta lm trn (Bi v chng ta render bng brasil cho nn ta cn phi i tt c material ca RC thnh material ca brasil). Vo cc d liu sau: Ambient = 0,0,0 Diffuse = 0,0,0 Reflect = 70,70,70 Specular color = 255,255,255 Specular level = 70 Glossiness = 70 Bump map = Fractal Nosie (Nh standard) Bump value = 7 Specular level map = Fractal Nosie (Nh standard) Specular level map value = 50 (xem H.15) Ko vt liu Black Plastic vo ch vt liu RC(ID=1). Nh vy Black Plastic s thay th vt liu c (standard). Tng t nh vy chng ta lm li cc vt liu Pad, Panel, IR_win. Cc d liu di y s gip cc bn lm nhng vt liu ny. Pad(Brasil Basic Mtl ) : - Ambient = 0,0,0 -Diffuse = 67,67,67 -Reflect = 0,0,0 -Specular color = 255,255,255 -Specular level = 10 -Glossiness = 20 -Bump map = Fractal Nosie (Nh standard) -Bump value = 8 -Specular level map = Fractal Nosie (Nh standard)

-Specular level map value = 50 Panel(Brasil Basic Mtl ) : - Ambient = 0,0,0 -Diffuse = 0,0,0 -Diffuse map = Untitled 1 copy.gif (Nh tt option Premultiplied Alfa) -Diffuse map value = 100 -Reflect = 60,60,60 -Specular color = 255,255,255 -Specular level = 60 -Glossiness = 50 -Bump map = Fractal Nosie (Nh standard) -Bump value = 5 -Specular level map = Fractal Nosie (Nh standard) -Specular level map value = 50 IR_win(Brasil Basic Mtl ) : - Ambient = 0,0,0 -Diffuse = 80,17,0 -Reflect = 80,80,80 -Specular color = 255,255,255 -Specular level = 70 -Glossiness = 70 -Bump map = Fractal Nosie (Nh standard) -Bump value = 7 -Specular level map = Fractal Nosie (Nh standard) -Specular level map value = 50 By gi chng ta cn lm Environment cho scene. chn 1 slot khc Materia editor. n Get material v load file kitchen.hdr. t tn cho map l Environment. Coordinate chn Environment v Spherical Environment(H.16) n 8 gi ca s Environment. Ko map Environment t Material Editor vo nt Environment Map mc Background(H.17)

Tng t nh trn load map kitchen_diffuse.hdr vo slo khc. t tn cho Map l Sky light. Cc parameters khc nh H.18. Sau y chng ta s dng map ny chiu sng scene. n F10 gi ca s Render Scene. mc Brazil:Image Sampling n nt P3 nh H.19(Cc bn c th chn P1,P2 hoc vo tr s min samples v max samples theo mun. Cht lng v thi gian render ph thuc vo tr s ny. Tt nht l cc bn nn c user guide v lm cc th nghim vi cc tr s ny rt ra cho ring mnh kinh nghim) mc Brazil:Image/Textures Filtering chn cc options nh H.20

Vo mc Brazil: Luma Server. chn cc options nh o H.21. Ko map Sky light t Material Editor vo nt cnh Sky Light Color (H.21). Cn phi lu 1 iu sau: Nu nh comp ca cc bn khng c "kho" th nn nguyn tr s -3 v 0 phn Global Illumination: Shade Rate. Nu tng cc tr s ny ln th cht lng s tt ln nhng thi gian render s di ln rt nhiu. Thi d: Vi tr s min=-3, max=0, Image size=640x480 mnh render mt 11'(Comp ca mnh l P4 2.4, 512Mb). min=1, max=2, Image size=640x480 thi gian render l 1h26'. Cht lng shadow, bump v reflection c tt hn, nhng theo mnh thi ci gi 1h15' hi b t (Nu nh nhn lt qua th thy khng khc nhau g c).

Tm li cc bn nn th nghim th s d hiu hn . Ngoi ra mnh khng thy cn cch no khc na . Cn by gi chn Viewport=Camera01, n Render, xong chy ra qun lm vi tun tr, luc no v nh chc l s render xong Chc thnh cng!

Cp nht ( 31/05/2007 )