2014.12.4 Fusion三维阴影完全看不清楚,完全不贴合模型,怎么解决?
先拿求助者提供的截图进行分析。一般都感觉贴图像素不够大,其实还有很多选项去直接影响这个阴影质量。
我做个简单的测试:其中要注意三维场景与灯光要保持一定距离,不能离得太远,会影响阴影贴图的质量。
Spotlight的阴影设置分辨率为2048,代理调为1。
渲染器中打开SS采样,开启HiQ按钮,就能看到更高质量的三维效果。(如果需要阴影做羽化效果,只能用软渲)
{
Tools = ordered() {
Background1 = Background {
Inputs = {
Width = Input { Value = 1280, },
Height = Input { Value = 720, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2", }, },
Type = Input { Value = FuID { "Gradient", }, },
GradientType = Input { Value = FuID { "Radial", }, },
Start = Input { Value = { 0.524316109422492, 0.505405405405405, }, },
End = Input { Value = { 1.33130699088146, 0.42972972972973, }, },
Gradient = Input {
Value = Gradient {
Colors = {
= { 0.773333333333333, 0.623066074074074, 0.631752095827745, 1, },
= { 0.613333333333333, 0.28742162962963, 0.503639987822614, 1, },
},
},
},
},
ViewInfo = OperatorInfo { Pos = { 550, 115.5, }, },
},
ImagePlane3D1 = ImagePlane3D {
Inputs = {
["Transform3DOp.Translate.Z"] = Input { Value = -0.311872049227899, },
["SurfacePlaneInputs.SubdivisionWidth"] = Input { Value = 100, },
["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, },
MaterialInput = Input {
SourceOp = "Background1",
Source = "Output",
},
["MtlStdInputs.Specular.Nest"] = Input { Value = 1, },
["MtlStdInputs.Specular.Intensity"] = Input { Value = 0.39, },
["MtlStdInputs.MaterialID"] = Input { Value = 1, },
},
ViewInfo = OperatorInfo { Pos = { 715, 115.5, }, },
},
Text3D1 = Text3D {
CtrlWZoom = false,
Inputs = {
["Transform3DOp.Translate.Y"] = Input { Value = -0.0900317677626347, },
["Transform3DOp.Translate.Z"] = Input { Value = -0.2683384, },
Size = Input { Value = 0.4285714, },
Font = Input { Value = "Euphemia", },
StyledText = Input { Value = "F7", },
Style = Input { Value = "Regular", },
ExtrusionProfile = Input {
SourceOp = "Text3D1ExtrusionProfile",
Source = "Value",
},
ManualFontKerningPlacement = Input {
Value = StyledText {
Array = {
},
Value = "",
},
},
ShadingGradient1 = Input {
Value = Gradient {
Colors = {
= { 0, 0, 0, 1, },
= { 1, 1, 1, 1, },
},
},
},
},
ViewInfo = OperatorInfo { Pos = { 715, 148.5, }, },
},
Text3D1ExtrusionProfile = LUTBezier {
KeyColorSplines = {
= {
= { 0, RH = { 0.0196116135138184, 0.098058067569092, }, Flags = { Linear = true, }, },
= { 1, LH = { 0.180388386486182, 0.901941932430908, }, RH = { 0.3, 1, }, Flags = { Linear = true, }, },
= { 1, LH = { 0.7, 1, }, RH = { 0.819611613513818, 0.901941932430908, }, Flags = { Linear = true, }, },
= { 0, LH = { 0.980388386486182, 0.098058067569092, }, Flags = { Linear = true, }, },
},
},
SplineColor = { Red = 192, Green = 128, Blue = 64, },
NameSet = true,
},
Merge3D1 = Merge3D {
Inputs = {
SceneInput1 = Input {
SourceOp = "ImagePlane3D1",
Source = "Output",
},
SceneInput2 = Input {
SourceOp = "Text3D1",
Source = "Output",
},
SceneInput3 = Input {
SourceOp = "SpotLight1",
Source = "Output",
},
SceneInput4 = Input {
SourceOp = "Camera3D1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 825, 148.5, }, },
},
Camera3D1 = Camera3D {
Inputs = {
["Transform3DOp.Translate.Z"] = Input { Value = 0.9559515, },
AoV = Input { Value = 24.3265863475745, },
["Stereo.Mode"] = Input { Value = FuID { "OffAxis", }, },
["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 2, },
["MtlStdInputs.MaterialID"] = Input { Value = 2, },
},
ViewInfo = OperatorInfo { Pos = { 935, 214.5, }, },
},
SpotLight1 = LightSpot {
Inputs = {
["Transform3DOp.Translate.X"] = Input { Value = 0.883185085647949, },
["Transform3DOp.Translate.Y"] = Input { Value = 0.523294977043377, },
["Transform3DOp.Translate.Z"] = Input { Value = 0.718829733415073, },
["Transform3DOp.UseTarget"] = Input { Value = 1, },
["Transform3DOp.Target.X"] = Input { Value = 0.068526637454733, },
["Transform3DOp.Target.Z"] = Input { Value = -0.31251997462403, },
["ShadowLightInputs3D.Nest"] = Input { Value = 1, },
["ShadowLightInputs3D.ShadowMapSize"] = Input { Value = 2048, },
["ShadowLightInputs3D.ShadowMapProxy"] = Input { Value = 1, },
["ShadowLightInputs3D.SoftnessType"] = Input { Value = FuID { "Variable", }, },
["ShadowLightInputs3D.Spread"] = Input { Value = 7.15, },
},
ViewInfo = OperatorInfo { Pos = { 770, 214.5, }, },
},
Renderer3D1 = Renderer3D {
Inputs = {
Width = Input { Value = 1280, },
Height = Input { Value = 720, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2", }, },
SceneInput = Input {
SourceOp = "Merge3D1",
Source = "Output",
},
["RendererSoftware.LightingEnabled"] = Input { Value = 1, },
["RendererSoftware.ShadowsEnabled"] = Input { Value = 1, },
["RendererOpenGL.LightingEnabled"] = Input { Value = 1, },
["RendererOpenGL.ShadowsEnabled"] = Input { Value = 1, },
},
ViewInfo = OperatorInfo { Pos = { 1045, 148.5, }, },
},
},
}
带阴影输出
加Fusion7 AO输出
本帖最后由 新XD 于 2015-7-15 12:00 编辑
好像灯光离物体过近了,物体阴影会消失
新XD 发表于 2015-7-15 11:54 static/image/common/back.gif
好像灯光离物体过近了,物体阴影会消失
你的节点图是怎样的? admin 发表于 2015-7-15 13:12 static/image/common/back.gif
你的节点图是怎样的?
http://www.cgsfusion.com/data/attachment/album/201507/15/191036ejpuf2wmublu87qu.jpg 新XD 发表于 2015-7-15 19:12 static/image/common/back.gif
如果觉得灯光大小的问题,可以放大场景来制作。还有灯光里的 影子bias 还原会如何呢 admin 发表于 2015-7-15 19:52 static/image/common/back.gif
如果觉得灯光大小的问题,可以放大场景来制作。还有灯光里的 影子bias 还原会如何呢
如上图Multiplicative Bias已经设置为1,后面圆柱体的阴影偏移还是挺大的。若把圆柱体的半径改为1(原来的半径为0.1),灯光离物体很近时,物体投影也不会消失,但投影的偏移还是挺明显的 新XD 发表于 2015-7-15 23:07 static/image/common/back.gif
如上图Multiplicative Bias已经设置为1,后面圆柱体的阴影偏移还是挺大的。若把圆柱体的半径改为1(原来 ...
关键 默认 不是1,而是10. admin 发表于 2015-7-15 23:18 static/image/common/back.gif
关键 默认 不是1,而是10.
把Multiplicative Bias设默认值10,那阴影偏移更大 新XD 发表于 2015-7-16 00:16 static/image/common/back.gif
把Multiplicative Bias设默认值10,那阴影偏移更大
要不你把comp通过附件传上来,我有空看下什么问题。 就只更改Density、Shadow map Size、Shadow map Proxy的值,其他的保持默认,才得到比较好的投影效果。前面立方体阴影的偏移也还可以接受吧。
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