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RenderZone允許您基于 LightWorks? 渲染引擎創(chuàng)建逼真的渲染。它提供三個(gè)級(jí)別的渲染:簡(jiǎn)單、z 緩沖區(qū)和光線跟蹤。用戶可以從簡(jiǎn)單的級(jí)別開始開發(fā) 3D 模型的圖像,然后逐漸打開功能并在逼真的級(jí)別進(jìn)行渲染。
RenderZone還包括基于全局照明技術(shù)生成圖像的能力,這種技術(shù)可以創(chuàng)建真實(shí)的渲染,因?yàn)閳?chǎng)景的照明考慮了環(huán)境中光線的準(zhǔn)確分布。在RenderZone 中,全局照明包括聚集、環(huán)境遮擋和光能傳遞技術(shù),它們可以單獨(dú)應(yīng)用,也可以組合使用。
可以使用一種或多種光源,這些光源可以是環(huán)境光、遠(yuǎn)處(太陽)、錐體、點(diǎn)、投影儀、區(qū)域、自定義、線條、環(huán)境和大氣光。燈光可能會(huì)在圖像中發(fā)光,模擬空氣中灰塵顆粒對(duì)燈光的反射。環(huán)境和大氣燈光是燈光,專門針對(duì)全局照明進(jìn)行了優(yōu)化。其他燈光類型會(huì)產(chǎn)生軟(映射)或硬(光線跟蹤)陰影。
可以應(yīng)用立方體和球形環(huán)境貼圖、凹凸、包括 Alpha 通道支持、深度效果和后期處理效果的背景。模糊是后處理效果的一個(gè)示例,它模擬將您的相機(jī)聚焦到建模場(chǎng)景的特定區(qū)域。程序生成的天空背景接近您用相機(jī)拍攝的真實(shí)天空。
著色器用于渲染表面和其他效果。材質(zhì)由多四層著色器定義,可產(chǎn)生顏色、反射、透明度和凹凸效果。著色器中的圖案可以是預(yù)先捕獲的圖像,也可以由程序生成??梢栽?z 緩沖區(qū)和光線跟蹤級(jí)別應(yīng)用透明度、反射和折射。反射和折射始終正確地進(jìn)行光線跟蹤,即使它們是由 z 緩沖區(qū)渲染產(chǎn)生的。這是通過應(yīng)用混合渲染方法實(shí)現(xiàn)的,其中使用 z-buffer 渲染沒有反射的表面,使用光線跟蹤產(chǎn)生反射表面的渲染效果。
光線追蹤渲染可以通過使用多個(gè)處理器來加速。
還可以使用草圖渲染模式,該模式可生成非真實(shí)感圖像,這些圖像看起來好像是通過手動(dòng)渲染技術(shù)(例如油畫、水彩或鉛筆陰影)繪制的。
form ·Z 8.6 系統(tǒng)要求
內(nèi)存:1 GB
推薦:4 GB+
* 請(qǐng)注意,復(fù)雜的模型或大型紋理貼圖可能需要額外的內(nèi)存。
Macintosh OS X:
配備 Intel 處理器的 Macintosh 計(jì)算機(jī)。
OS X 10.9.2 或更高版本。
? 請(qǐng)注意,建議使用新更新。
? 注意:El Capitan (OS X 10.11) 或更新版本需要 form·Z v8.5.0.2 或更新版本。
? 注意:Sierra (Mac OS 10.12) 需要 form·Z v8.5.6 或更新版本。
硬盤空間:
2 GB
推薦:5 GB+
* 請(qǐng)注意,復(fù)雜模型或大紋理貼圖可能需要額外的硬盤空間。
Windows:
Windows 7、Windows 8/8.1 或 Windows 10
* 請(qǐng)注意,建議使用新的服務(wù)包。
OpenGL:
需要支持 OpenGL 3.2 或更高版本的視頻卡。為獲得很好的效果,建議使用低基準(zhǔn)分?jǐn)?shù)為 ~1500 的顯卡,對(duì)于較大的文件,選擇~3500 或更高。
【英文介紹】
RenderZone allows you to create photorealistic renderings based on the LightWorks? rendering engine. It offers three levels of rendering: simple, z-buffer, and raytrace. A user can start developing the image of a 3D model at the simple level and gradually turn on features and render it at the most photorealistic level.
RenderZone also includes the ability to produce images based on global illumination techniques, which create renderings with the most realism, as the illumination of a scene takes into account the accurate distribution of light in the environment. In RenderZone, global illumination includes final gather, ambient occlusion, and radiosity techniques, which can be applied separately or can be combined.
One or more lights can be used, which can be ambient, distant (sun), cone, point, projector, area, custom, line, environment, and atmospheric lights. Lights may appear to glow in images, simulating the reflection of lights off dust particles in the air. Environment and atmospheric lights are advanced lights, which are especially optimized for global illumination. Other light types produce soft (mapped) or hard (raytraced) shadows.
Cubic and spherical environment mapping, bumps, backgrounds that include alpha channel support, depth effects, and post processing effects can be applied. Blur is an example of a post processing effect that simulates focusing your camera to a particular area of your modeling scene. Sky backgrounds that are procedurally generated come close to real skies that you may have captured with your camera.
State of the art shaders are used to render surfaces and other effects. A Material is defined by up to four layers of shaders, which produce color, reflections, transparency, and bump effects. Patterns in shaders can be pre-captured images or can be produced by a procedure. Transparencies, reflections, and refractions can be applied at the z-buffer and raytrace levels. The reflections and refractions are always correctly raytraced, even when they are produced by the z-buffer rendering. This is achieved by applying a mixed rendering method, where surfaces with no reflections are rendered using z-buffer and the rendering effects of reflective surfaces are produced using raytracing.
Raytraced renderings can be accelerated by the use of multiple processors.
Also available is a sketch rendering mode that produces non photorealistic images, which appear as if they were drawn by manual rendering techniques, such as oil painting, water color, or pencil hatches.
RENDERZONE FEATURES
Final Gather
Ambient Oclusion
Advanced Lights
HDRI
Volumetric shadows
Materials
Material Libraries
Decals
Postprocessing Effects
Rendering Development
Sketch Render