3ds Max建模教程:打造超逼真吉他(9)
来源:互联网 作者:未知 发布时间:2011-09-27 11:17:16 网友评论 0 条
post Processing 后期处理:
I used HDRI to save the raw renders. It’s the best format to save your images in because it has 32bits/channel information from your renders. Of course it gives you a little bit of an interesting result when you load it into Photoshop, but that’s quite easy to prevent. Sadly Photoshop can’t make any procedures with this format so you have to change the color depth to 16bits/channel. With this method you still have 65536 colors/channel so you get very, very good gradients.
我使用 HDRI来保存原始的渲染。这是保存图片的最好的格式,因为他包含了从你渲染得到的每通道32位色的信息。当然,当你在Photoshop中导入它是也会有趣的多。遗憾的是Photoshop不能操作这类型的图片,所以你不得不改变图片的色深为美通道16色。使用这种方法,你仍然可以得到没通道65536 种颜色,非常丰富的色彩了。
The next step was to correct the colors and make the picture natural. I used exposure and Blending methods to accomplish this, mostly Multiply, Overlay and Scene. I rendered down the ZDepth pass in 3ds Max and then I used Lens Blur to make DOF. I put Chromatic Aberration on to the picture with great care – you just have to feel it and not see it. I also put a very fine glow on to the highlighted places and some color correction.
下一步就是调整颜色使得图片看起来更加自然,我使用exposure 和Blending的方法来实现它。大部分使用Multiply, Overlay 和Scene。我在3ds Max中渲染出Z通道,然后是镜头模糊来创建景深效果。我对图像小心的校色,你必须去感觉它而不是看他。我也在高亮的地方放置了一些辉光并调色。
That’s all you have to know about this picture! I hope you enjoyed this Making Of and found it useful (图20).
这就是创建这个作品所有你所需要知道的。我希望大家喜欢这个制作过程并且对你有所帮助(图20).
图20
- 2009-10-20
- 2011-01-11
- 2009-10-20
- 2010-12-03
- 2009-10-20
- 2009-10-20
- 2009-03-30
- 2009-04-17
- 2009-10-20
- 2009-10-20
- 2010-08-17
- 2009-10-20
- 2009-10-20
- 2009-10-16
- 2009-10-20
关于我们 | 联系方式 | 广告服务 | 免责条款 | 内容合作 | 图书投稿 | 招聘职位 | About CG Time
Copyright © 2008 CGTime.org Inc. All Rights Reserved. CG时代 版权所有