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Cienma 4d产品级渲染技术英文字幕教程Production Rendering Techniques in CINEMA 4D

admin 2024-05-24 5次浏览 0条评论 0 打赏作者 0 0
本课程介绍了很多高级特性的cinema 4 d渲染和照明的工具集。探索如何更好地模拟真实世界的表面,摄影和照明场景。作者多诺万基斯展示如何添加现实的浅景深效果与物理渲染器,使用模糊的反射来创建一个处理类型,灯光场景照片。全局光照和HDRI。主题包括:修改景深动画聚焦使用模糊的透明度来磨砂玻璃理解全局...

本课程介绍了很多高级特性的cinema 4 d渲染和照明的工具集。探索如何更好地模拟真实世界的表面,摄影和照明场景。作者多诺万基斯展示如何添加现实的浅景深效果与物理渲染器,使用模糊的反射来创建一个处理类型,灯光场景照片。全局光照和HDRI。

主题包括:

修改景深

动画聚焦

使用模糊的透明度来磨砂玻璃

理解全局照明

设置HDRI照明

优化渲染采样设置

防止过度/曝光不足与颜色映射

有选择地使用灯光变暗的部分场景

原文:

This course introduces the many advanced features of the CINEMA 4D rendering and lighting toolsets. Discover how to better simulate real-world surfaces, photography, and lighting scenarios. Author Donovan Keith shows how to add realistic shallow depth-of-field effects with the physical renderer, use blurry reflections to create a type treatment, and light scenes with HDRI photographs and global illumination. Plus, learn tricks for achieving similar effects under tight deadlines.

==========教程目录文件列表=============================================
Production Rendering Techniques in CINEMA 4D
├─◆0. Introduction(介绍)
│ └─◇ 0001 Welcome
│ └─◇ 0002 Using the exercise files
│ └─◇ 0003 What you need to know about this course
├─◆1. Physical Renderer(物理渲染)
│ └─◇ 0101 Modifying depth of field
│ └─◇ 0102 Animating rack focus
│ └─◇ 0103 Tweaking shutter speed and motion blur
│ └─◇ 0104 Creating textured surfaces using blurry reflections
│ └─◇ 0105 Using blurry transparency to create frosted glass
│ └─◇ 0106 Optimizing physical sampling settings
├─◆2. Global Illumination(全局照明)
│ └─◇ 0201 Understanding global illumination
│ └─◇ 0202 Lighting with Quasi Monte Carlo global illumination
│ └─◇ 0203 Utilizing Irradiance Cache global illumination
│ └─◇ 0204 Choosing a global illumination mode for animated scenes
│ └─◇ 0205 Optimizing material settings for global illumination
│ └─◇ 0206 Optimizing sampling settings
│ └─◇ 0207 Making use of Net Render effectively
├─◆3. Image Sweetening
│ └─◇ 0301 Setting up high-dynamic-range image (HDRI) lighting
│ └─◇ 0302 Grounding objects with ambient occlusion
│ └─◇ 0303 Preventing over- or underexposure with color mapping
├─◆4. Strategies for Speeding Up Renders
│ └─◇ 0401 Optimizing and selectively applying anti-aliasing
│ └─◇ 0402 Baking global illumination
│ └─◇ 0403 Baking your own HDRI maps
│ └─◇ 0404 Using environment maps instead of reflections
│ └─◇ 0405 Lighting selectively with inclusion and exclusion lists
│ └─◇ 0406 Faking global illumination with bounce lights
│ └─◇ 0407 Using negative lights to darken parts of scenes selectively
├─◆Conclusion
│ └─◇ Next steps

Cienma 4d产品级渲染技术英文字幕教程

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