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vr参数-w(VR parameter -w)
vr参数-w(VR parameter -w) VR is much more complicated than LS, but the rendering is really good. Our VR learners know how to call the VR material in the VR material library, but how many of the parameters do we understand? What should we do with subtle adjustments? Here are some of my own finishing parameters, I hope to be useful to everyone! Become a real VR material conditioning master ah. I. adjustment of wood grain: smart China 1. texture adjustment of wood texture: A. uses an excessive color path map to add bump maps to make the grain feel like a bump, with a more textured texture, and the strength of the bump channel is usually 30% B. material ball high light intensity (specular level:) is usually 43%, high light area (glossiness) is between 28~40%. Matt paint surface, high light intensity can be low, high light area can be high. C. grain adjustment can be adjusted in U, V, W, and W in coordinates under the excessive color channel map. The D. self luminous adjustment is 5%, can adjust this value because of the light intensity. Light intensity is weak while light is weak. E. the size of the texture of the wood grain can be used in the object to adjust the size of the texture area with UVWmap, and the size of the material to determine the size of the coordinates can be appropriately exaggerated. F. in particular circumstances can also be added to ray tracing to reflect the gloss of paint. Usually at the strength of 5~8%. 2. texture selection of wood grain: A. texture of the wood, excessive color channels use the material, the picture should be clear texture. B. the color of the picture is uniform. The best of all is the absence of light. The texture of the C. image should be seamless. If it is not seamless, the texture changes of the picture (up, down, left and right) are not very good. 3., the use of wood grain, pay attention to: A. several commonly used wood luster is different, in the use of material, ball, material, we should pay attention to. Dark wood grain,
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