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Download "3ds Max для начинающих - Редактор материалов №3 Преломление - Refract ( Material editor )"

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3d
макс
max
autodesk
автодеск
уроки
для начинающих
обучение
графика
дизайн
graphical
design
material editor
редактор материалов
vray
mtl
compact
slate
refract
glossines
subdivs
exit color
приломление
fog color
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  • ruRussian
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00:00:07
good day,
00:00:08
we continue to look at the
00:00:10
material editor and today we will look at the
00:00:13
refract
00:00:14
refract block, in turn, this is refraction,
00:00:16
some call it transparency, but I don’t
00:00:18
think that’s true because an object
00:00:21
that has refraction, in addition to
00:00:24
having transparency, plus it also distorts
00:00:26
what is behind By placing it
00:00:30
again in a gradation from white to
00:00:33
black, we can adjust this refraction
00:00:36
by placing pure white, the refraction will be
00:00:39
maximum, that is, the object will
00:00:41
seem to
00:00:42
consist only of liquid, for example, as
00:00:45
now it seems that it consists only of
00:00:46
water
00:00:47
because it refracts everything that is
00:00:49
located behind it and in the end we can
00:00:51
see in it even a wall that
00:00:53
is higher lower or a ceiling because the
00:00:56
refraction occurs in this way at
00:00:58
this angle, if we set the average
00:01:01
value,
00:01:02
then it will retain its color, plus, on top of
00:01:05
everything else, it will refract what is ultimately obtained
00:01:07
in that percentage shade that we
00:01:10
put, if we put some color
00:01:13
other than white and black, for example green,
00:01:17
then besides that it will produce
00:01:20
the result that it should have been
00:01:23
if it were just a light color,
00:01:25
green refracts quite strongly,
00:01:27
plus it adds an
00:01:30
admixture of green and green to the dark areas to those areas
00:01:33
that reflect the blackness around our
00:01:36
scene, it is made more saturated
00:01:39
and we now have blue shades,
00:01:42
let's return it to the pure white garden Dix, as in the
00:01:47
last lesson, I said that it is responsible
00:01:49
only for the quality of the glass, similar to the
00:01:53
irgl of the axis of us of the previous block, he
00:01:55
adds intensity in reflection, that is,
00:01:58
by setting the values ​​0 5 and from redriff, in addition to the fact
00:02:05
that our object will refract everything
00:02:08
that is around it and it will also
00:02:10
add turbidity to this refraction,
00:02:13
accordingly, we can achieve noisy
00:02:15
glass of glass that is located between
00:02:18
rooms, but it is worth considering that when
00:02:22
lowering this parameter increases the rendering time,
00:02:26
let's return it by one and it is the refraction of
00:02:29
our material, that is, glasses or
00:02:32
liquids of different materials have different
00:02:35
refractions, for example, glass
00:02:37
refracts less, crystal refracts more,
00:02:39
water also refracts quite strongly
00:02:42
now it looks like this, that is,
00:02:44
just something kind of like water if we
00:02:47
make the values ​​lower and the trends in Rome
00:02:51
will be visible that the angle of refraction
00:02:54
has been distorted and we already see objects that
00:02:58
are on different sides and when
00:02:59
mixing we get very sharp
00:03:01
transitions by increasing the values ​​we make this
00:03:05
material more dense put somewhere 5
00:03:10
material more dense and the refraction
00:03:13
also becomes more circular by setting
00:03:18
the values
00:03:19
to exactly one we achieve the
00:03:25
results of air as pure and
00:03:27
refraction as possible and thus
00:03:29
by distorting you can make the refraction more
00:03:32
dense or less dense in order to
00:03:35
see the result;
00:03:36
as an option, you can create several
00:03:38
teapots, but here is an example of five pieces,
00:03:41
put 5 maps very m bodies put
00:03:44
different ones for them and apply it to these
00:03:46
five teapots and you can clearly
00:03:48
see the difference between these refractions
00:03:50
mi max dips this is the maximum number of
00:03:53
refractions in the object, again
00:03:56
the parameter is similar to the reflection block exit color
00:04:00
this is the outgoing color, that is, what
00:04:03
there will be a color when the light does not fall on the object
00:04:05
and the ice cream is what shades should be
00:04:09
added in refraction,
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when this parameter is turned on,
00:04:13
distorted shades such as
00:04:15
red and green blue will be added and added in
00:04:18
refraction, which will add an effect,
00:04:20
maybe bunnies or some kind of colorful
00:04:22
transitions
00:04:23
and fat chance all the same, what channels should be
00:04:27
used and of our shadows
00:04:30
will there be interaction with the shadows will
00:04:32
it perceive during refraction the shadow of the fok
00:04:35
color is the color of the impurity of our material
00:04:38
if we change the refract to a darker one
00:04:42
we seem to have a color appearing but it’s not
00:04:45
quite like a liquid
00:04:47
let's return some separate shade to pure white
00:04:51
and fog color will help us with this by putting,
00:04:55
for example, green color bright bright slade
00:04:59
output and and trends reef it is clear that it is
00:05:03
still a liquid but now stevie with
00:05:06
admixtures with those shades that I
00:05:08
indicated in this way you can do any
00:05:10
drinks or dense and glass that
00:05:14
has a certain shade
00:05:16
fok multiple oh this is the power of our fogg
00:05:20
allora increasing the value the color will be more
00:05:23
saturated lowering
00:05:25
less saturated if you set it to
00:05:27
minimum you can see that we even have
00:05:29
such yellowish shades because the
00:05:32
saturation is taken from the color and then
00:05:34
transferred here We will return such shades
00:05:37
to one
00:05:38
focal point without this deviation of our color, that
00:05:41
is, the angle of incidence of the rays passing
00:05:44
through the glass will change a little, that is, it
00:05:46
will be possible to adapt to our
00:05:47
scene, on this, perhaps, in the next
00:05:50
lesson we will see how to attach some
00:05:51
images to these points, thank you for your
00:05:54
attention all the best

Description:

Этот урок посвящен продолжению рассмотрения редактора материалов. В нем мы рассмотрим все параметры относящиеся к Refract'у. ссылка на группу - https://vk.com/graphicaldesignua https://www.patreon.com/graphicaldesignua - мой патреон для поддержки)

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