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Fxphd - MRY201 - Production Rendering Techniques with Mental Ray(Mental ray产品渲染技巧教学 中文字幕 翻译示范)中英文翻译服务

类别 视频教学翻译示范/Mental ray教学翻译示范/
名称 Fxphd - MRY201 - Production Rendering Techniques with Mental Ray(Mental ray产品渲染技巧教学 中文字幕 翻译示范)
编号 ZM-83
字幕制作中
时间
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内容介绍
 

本教学时间长达13个多小时,本作品由琪派听译培训网(www.gbstuff.com)提供翻译示范,加入琪派听说译一对一培训课程,独立听懂原版英文视频

本教学是一个时代里程碑性质的照明与渲染教学,适合资深CG视觉特效制作师,建筑设计师,动画设计师使用,如果您希望成为顶级视觉特效制作专家,本教学是您的必学课程。

 
教师介绍


本教学的讲师Zap Anderson是Mental Images公司(Menral ray的开发公司)的技术开发与wiki经理,他从2004年开始就在Mental ray担任Shader Wizard职位。他编写过多个随Menral ray发行的材质,包括surface, paint, architectural,还有产品材质库。

相信大家对Mental ray不会感到陌生,现今的主流三维软件中都有内置Mental ray,Mental ray凭着良好的开放性和操控性,以及与其他主流三维制作软件良好的兼容性而拥有大量的用户。早期softimage3d可以长时间称霸影视制作领域,某种程度上而言与其最早集成mentalray渲染器有着很大的关系。

即使你没有用过Mental Ray,也应该不会对使用MENTAL RAY渲染的电影感到陌生,在好莱坞Mentalray参与制作的电影数不胜数:TRON: Legacy(创:战纪):迪斯尼,Spiderman 3(蜘蛛侠 3):哥伦比亚电影公司,Brothers Grimm(格林兄弟):帝门影业,2046,The Day After Tomorrow(后天),The Matrix Revolutions(黑客帝国:矩阵),The Hulk(绿巨人)……

如果说大家觉得ZAP Anderson的Mental ray公司的技术开发与wiki经理的头衔还不够让你信服,那大家肯定不会对SSS SHADER(次表面散射)感到陌生,这个Shader就是Anderson设计的,目前已经是生物皮肤制作的不二选择了。市面上有数百种关于这个Shader的书籍。

"Håkan 'Zap' Andersson official title at mental images is 'Shader Wizard', and is the author of many of the shaders shipping with mental ray, including the subsurface, paint, architectural and production shader libraries.

From his youth, when he hand-built is first graphics card to his first computer he has had an avid interest in visual effects and computer graphics, which persists to this day. He sees no border between work and pleasure, as long as the work is in CG…."

Professor Hakan 'Zap' Andersson has been working as "Shader Wizard" at mental images since 2004 and is the author of numerous mental ray shaders, such as the subsurface/skin shaders, the car paint shader, as well as the architectural and production shader libraries. Originally educated as an Engineer in Electronics, Zap's passion for computer graphics caused his graduation year "special project" to be an actual hand-built and hand-wired graphics card, for which he wrote his first ray tracer. Today Zap spends his days (and nights) writing shaders, documentation and tutorials for mental ray, and sometimes makes presentations at user events and conventions, as well as maintains a mental ray tips blog mentalraytips.blogspot.com.

 
其他介绍信息
 

殿堂级照明与渲染技巧教学,教学由Mental ray技术开发与wiki经理Zap Anderson讲解,本教学是CG视觉特效师必学课程。Anderson从底层原理的角度分析了现有照明与渲染技术的优缺点,并通过这种原理解剖的方式将最新的物理上真实的灯光,材质制作与合成技术介绍给大家。带领大家进入照明与渲染的新时代。教学涉及到了非常多的原理知识,这些是你在市面上所看不到的,让你真正了解照明与渲染,还有材质制作的原理。本教学并非软件教学,教学中有在介绍原理的过程中使用到3DS MAX,MAYA,SOFTIMAGE,AFTER EFFECTS等软件为大家进行实例演示,更多的时候你会看到ZAP会从真实性渲染的角度为大家指出这些软件在特定功能上的不足,缺陷,甚至是错误。

如果您对本教学的重要性不是很了解,那么可以这样说,扔掉手头上的各种三维软件的渲染教学书籍与渲染制作技术,跟着Zap学习如何进行真实的照明与渲染。如果您还在使用点光源,聚光灯,方向光源,调节它们的各种设置,模拟你需要的效果,那么现在是时候放弃它们了。或者您是建筑设计师,还在为了在房间的什么地方增加照明达到房间整体照明的平衡为苦恼,撇开这些烦恼,跟ZAP学真实照明效果的制作。还或者您总是发现自己的照明效果容易曝光过度,制作的动画总是有画面细节闪烁的情况,那么您肯定需要学习本课程。

本教学更像是一个时代的里程碑
这里向后是传统的CG渲染技术,我们需要使用各种奇怪的光源,例如点光源,一种没有尺寸的假想光源,聚光灯,一种可以随意设置衰减效果或者是没有衰减效果的光源…..,使用这些奇怪的光源我们就只是模拟,通过自己的眼睛与经验来尝试构造一个接近真实的效果,这样做首先是困难,就像是我们要用自行车零件装配出一台汽车,第二是没有意义,如果我们有汽车零件的话,为什么要这么自行车零件呢。

从这里向前是全新的CG渲染技术,我们需要使用的是物理上真实的灯光与物理上真实的材质,通过物理上真实的合成流程来得到极其真实的渲染效果,这个过程基本上无需做任何人为的调整,因为所有的数据都是物理上的真实,不需要进行怪异的人为模拟。教学中有介绍Blur studio制作的Dante's inferno游戏影视片,全片制作都是使用最新渲染技术,使用了物理上真实的照明与材质,无需做任何调整就获得了非常真实非常华丽的效果(下面有参考图片)。

本教学ZAP分为10周的课程进行讲解。每周的课程分别为:

第一周:像素与照明的知识。什么是像素?照明的单位又是什么,它们是如何映射到我们日常所见到的RGB值中的呢?教学还展示给大家我们应用到像素上的数学模式也会被破坏,那么怎么会出现这种情况呢?另外如果不够小心,2+2的亮度也能够得到10。

第二周:光线:理解光线的质量与数量,明白真实世界的光线是如何映射到电脑图形设计中的光线,明白光线是如何聚集又是如何从一个表面反射的。

第三周:像机:明白真实世界的像机功能是如何映射到电脑图形设计中对应的单元。在你还没有看到结果前,先明白胶卷像机与数码像机是如何处理相片的。

第四周:材质I:使用物理上正确的Arch & Design材质来模拟真实世界的表面,学习去看周围的世界,并且将它们转化到CG世界中。

第五周:材质II:更多材质方面的知识,使用Mental ray的skin shader制作真实的角色。

第六周:CG对象与真实世界的交互I:使用产品级的Shader将CG对象无缝集成到真实世界的背景板中,实现真实的反射效果,反射光,阴影等效果。

第七周:CG对象与真实直接的交互II:不要做什么。讲到了一些高级的交互性主题,例如让高动态范围的环境贴图中的Glossy反射效果更加的平滑,如何进行遮罩。还讨论了一些你不要做的事情,课程回顾了前面的教学,将其中不要做的事情一一列了出来。

第八课:合成:如何将渲染出来的东西合成到一起。我们应该做什么,不应该做什么。

第九课:像素,取样与过滤。讨论了抗锯齿的方式,还有各种主流的光线加速技术,还讲解了Mental ray中各种不同的运动模糊效果.

第十课:动画中的间接照明,避免在动画场景中使用final gather的时候产生闪烁的情况。

This course will teach techniques and concepts for rendering realistic, physically based CG elements in a visual effects context (i.e. for integration into live action shots). As it is a hands-on course in using Mental Ray to do these things, it will start with a fundamental treatment of everything from light and pixels through to cameras, response curves and compositing, as well as "learning to see". The course will be performed using the 3ds Max application, but most things apply to Maya and Softimage as well.

Class 1: Pixels vs. Light - What is a pixel? The units of light, and how they map to the RGB values we encounter every day. Shows how the math we apply to pixels can break, and how, if we are not careful, two plus two can end up ten.
Class 2: Lighting - Understanding the quality and quantity of light. Understanding how real-world lights map to computer graphics lights. Understanding how light gathers and reflects off a surface.
Class 3: Cameras - Understanding how a real world cameras function map to their computer graphics counterparts. Understanding what film and digital cameras do to the image before you even see it.
Class 4: Materials I - Using the physically based Arch&Design material to simulate real world surfaces. Learning to see the world, so that one can translate it to CG.
Class 5: Materials II - More about materials. Using the mental ray skin shader for realistic characters.
Class 6: Interaction between CG and the Real World - Using the production library shaders to seamlessly integrate CG objects in real-world background plates with reflections, bounce light, shadows, etc.
Class 7: Interaction between CG and the Real World part II + "What Not To Do". Advanced interaction topics like smoothing out glossy reflections of HDRI environments and masking. Also discusses things you should avoid; Walks through the topics of previous classes and deals out some "no-no's".
Class 8: Compositing - How stuff that comes out of the renderer goes together, and what can (and should) and can't (and shouldn't) be delegated to compositing.
Class 9: Pixels, Samples and Filtering. Discusses anti-aliasing methods, and the different primary ray acceleration techniques, and demystifies the various mental ray methods for motion blur.
Class 10: Indirect illumination in animation. Avoiding flickering in Final Gathering in animated scenes. Also does a final course wrapup.

 

 
Fxphd介绍
 
 
Fxphd是由专业人士建立的在线视觉特效,后期处理,产品制作教学项目。提供的课程包括了软件教学,艺术教学。包括了NUKE, FLAME, MAYA, HOUDINI, AFTER EFFECTS, FINAL CUT, 色彩等。

fxphd is an online vfx, production, post-production training program led by professionals. We offer both application and craft-based courses, online forums for feedback, and vpn software. Curriculum includes courses in applications such as Nuke, Flame, Maya, Houdini, After Effects, Final Cut, Color, and more. As owners of RED #22, we have been involved with the ground breaking camera since the very first shipments -- and built a solid foundation of on-set and post courses dealing with shooting RED.

Over the history of fxphd, we've grown to become the leading online subscription site for high-end post-production training. Over 90% of our members rate fxphd a "brilliant" or "great" value for their money -- with the same percentage rating their course professors "great" or "exceptional". We'll answer your questions as soon as we are able and if we don't get to it, it's likely one of our members will. You'll find our forums to be incredibly high level - with very little noise. And don't forget to listen to our weekly fxphDOD podcast -- you can listen to this week's episode and all past ones by visiting our fxphd podcast page.

 
教学翻译预览
 
 
其他介绍信息
 

本字幕对应的教学是(CG-1435)Fxphd - MRY201 - Production Rendering Techniques with Mental Ray(Mental ray产品渲染技巧教学)





















































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