Final Gathering (XSI 1.5)
1. Reflector setting
¾Æ·¡¿Í °°ÀÌ sphere¸¦ ¹Ý»çÆÇÀ¸·Î ¾²±â À§ÇØ Àû´çÈ÷ À§Ä¡½ÃŲ´Ù.
ƯÈ÷ geometry ÀÇ extent¸¦ ÀûÀýÈ÷ ¿òÁ÷¿©¼ ºûÀÇ ¾çÀ» Á¶ÀýÇÒ ¼ö ÀÖ´Ù.
±×·¯³ª ÀÌ·¯ÇÑ ÀÛ¾÷Àº fine tuning ´Ü°è¿¡¼ ÇÏ´Â °ÍÀÌ È¿À²ÀûÀÌ´Ù. ±×¸®°í material Àº ÀϹÝÀûÀ¸·Î constant shader¸¦ ¾´´Ù.
2. Setting the Non-Lights
explore¿¡¼ softlightÀ» ã¾Æ property editor¸¦ ¿°í intensity¸¦ 0À¸·Î ÁÙÀδÙ.
render > region > show RGB toggle
render > modify > ambience
3. Setting the material shader
1. select floor
2. press 7
3. ´ÙÀ½°ú °°ÀÌ photon irradiance¸¦ image ¿Í material shader »çÀÌ¿¡ À§Ä¡½ÃŲ´Ù.
4.Activating final gathering
1. render > region > options > photon > final gathering toggle
2. drag Q > toggle off auto refresh
ÀÌ ´Ü°è¿¡¼ reflector ¶§¹®¿¡ object °¡ º¸ÀÌÁö ¾ÊÀ» ¼ö ÀÖ´Ù.
open explore (press 8) > visibility property editor > rendering > untoggle primary rays
±×·¯¸é reflector ÀÇ ¿ªÇÒ¿¡´Â ¹®Á¦¾øÀÌ È¸é¿¡¼ º¸ÀÌÁö ¾Ê°Ô µÈ´Ù.
5. Fine tuning
1) controlling the Reflactor
preview ȸéÀ» º¸¸é¼ ¿ì¼± ¹à±â¸¦ Á¶Á¤ÇÑ´Ù. À̶§ extent¸¦ Á¶Á¤ÇÑ´Ù.
2) creating radiosity map
¹Ý»çÆÇ¿¡ ƯÁ¤ÇÑ texturef (¿¹¸¦ µé¸é ÇÏ´ÃÀÇ ±¸¸§ µî)¸¦ ÁÜÀ¸·Î¼ ÀÚ¿¬½º·¯¿î °£Á¢Á¶¸íÀ» ÀÌ·ê ¼ö ÀÖ´Ù.
¿©±â¿¡¼´Â 3D TEXTURE ÀÎ ±¸¸§À» ÁÖ¾ú´Ù.
3) Aliasing & Active effects dithering
À§ÀÇ ´Ü°è°¡ ¸¸Á·ÇÏ°Ô µÇ¸é aliasin tab¿¡¼ sampling ¼öÄ¡¸¦ ¿Ã·Á ÁØ´Ù. ¿©±â¼´Â min = 2 , max = 4 ·Î Àû¿ëÇß´Ù.
°è¼Ó preview ȸéÀ» º¸¸é¼ active effects tabÀÇ dithering¸¦ üũÇغ¸´Â °Íµµ ÁÁ´Ù.
4) Accuracy
ÀÌÁ¦´Â ¸¶Áö¸·À¸·Î accuracy¸¦ ³ôÀÏ Â÷·Ê´Ù.
º»ÀÎÀÇ °æ¿ì´Â 30 - 50 - 100 - .... ÀÌ·¸°Ô Áõ°¡ ½ÃŲ´Ù.
½ÇÁ¦·Î 100 Á¤µµÀ̸é Ưº°ÇÑ ¹®Á¦´Â ¾ø´Ù.
6. Rendering
render > render >options > copy options from region¸¦ ¹Ýµå½Ã ´©¸¥´Ù.
À̶§ preview ½Ã Àû¿ëÇß´ø ¸ðµç options µéÀÌ ³Ñ¾î¿À°Ô µÈ´Ù.
DNA
end