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[学员试译作品] Bifrost流体教学 中文字幕

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教学类别 中文字幕/听译培训学员试译作品/
教学名 [学员试译作品] Bifrost流体教学 中文字幕
信息编号 ST-34
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CG教学翻译网听译培训学员 陈伟 的听译作品。(指导老师:严红)

陈伟 2016年9月加入听译培训 本作品是 陈伟 第一部试译作品

 
 

在MAYA 2018.1中,Arnold支持了新的渲染流体的方法,它拥有更高的保真度,并且不需要缓存出大量的网格对象。本教学中我们会来看看如何在Bifrost中模拟路提,并且在Arnold中渲染它。

With Maya 2018.1, Arnold supports exciting new ways to render fluids in better fidelity without heavy mesh caches. This course takes an overview of simulating liquids in Bifröst and rendering in Arnold. For convincing materials, instructor Aaron F. Ross shows how to extract fluid dynamics data such as vorticity and apply it in an Arnold shading network. To finish the exploration of fluids, he takes a look at Bifröst foam, which generates secondary particles from the main fluid.

下载地址:链接:http://pan.baidu.com/s/1o7AWt1C 密码:h8dx

 

 
陈伟 听译文字

in the previous movie
前面的录像中

we saw how to extract churn and vorticity from bifrost fluid
我们看到了怎么在bifrost流体中提取churn与vorticity

here are few arnold reder view snapshot
这里是一些用arnold渲染的截屏

there is the churn
这个是churn

those are the raw churn values
这些是原始churn值

and here is vorvicity after it's values being scaled
这里是值被缩放以后的vorvicity

go back to the live view
回到实时操作视图中

and open up the hypershade
打开hypershade

I got that minimized
将它最小化

and here is the shading network so far.
这是着色网络

we are now going to add the velocity
现在来添加velocity

and velocity is a vector
velocity是个矢量

it has three values, X, Y and Z
它有三个值,分别是XYZ

so tap the space bar and the graph
在graph中按下空白键

and type in aiu for aiUser
输入aiu查找aiUser

choose aiuserdatavector
选择aiuserdatavector

with that node still selected in it's attributes
在它的属性中继续选中这个节点

type in the value which is velocity
输入velocity

also rename the node
重命名这个节点

we can copy that from the attribute field
从属性区域中复制它

and past it in the node name
粘贴到节点名中

adding a underscore
加个下划线

because velocity is a vector attribute
因为velocity是矢量

and it has three values
它有三个值

we can connect it to the utility color
把它连接到utility的色彩上

connect the out value of aiUserDataVector node to the color of aiUtiilty node
将aiUserDataVector的输出值连接到aiUtility的color上

let's see how is that looks like
看看是什么样的

minimize the hypershade
最小化hypershade

press play in the arnold render view
在arnold渲染视图中按下播放

we see something but it's very dim
可以看到一些很暗的东西

the velocity is low relative to the scale of zero to one
相对于从0到1的比率来说,这个velocity很低

but we can easily increase the brightness of velocty with a remap color node
我们可以使用一个remap color节点轻松的增大velocity的亮度

I'll stop the arnold render view
让arnold的渲染视图停止下来

and go back to the hypeshader
返回hypershade中

once agin, in the graph
在graph中

press the tab key
按下TAB键

and type in rem
输入rem

this time choose remapcolor
选择remapcolor

we'll connect that between the aiUserDataVector
在aiUserDataVector中连接它


校正后

In the previous movies
在前面的教学中

we saw how to extract churn and vorticity from the Bifrost fluid.
我们了解了如何从Bifrost流体中提取churn与vorticity

Here are a couple of Arnold render view snapshots.
这里有几个Arnold渲染视图的快照

There's the churn and those are the raw churn values
这是churn,这些是原始churn值。

and here is vorticity after its values have been scaled.
这里是它的值缩放后的vorticity

Go back to a live view
返回到实时视图中

and open up the hyper shade,
打开hyper shade

I've got that minimized.
我将它最小化了

And here's the shading network so far.
这是到目前为止的着色网络

We're now going to add velocity
我们要来添加velocity

and the velocity is a vector.
这个velocity是个矢量

It has three values, X, Y and Z.
它有三个值,分别是XYZ

So, tap the space bar in the graph
在图形中按下空白键

and type in aiU for aiUser
输入aiU

and choose aiUserDataVector.
选择aiUserDataVector

With that node still selected in its attributes, type in the value which is velocity.
在属性中选择了这个节点的时候,输入值,也就是velocity

Also rename the node.
重命名这个节点

We can copy that from the attribute field
我们可以从属性中复制它

and then it paste it into the node name
将它粘贴到节点名中

adding an underscore.
添加一条下划线

Because velocity is a vector attribute
因为velocity是个矢量属性

and it has three values,
它有三个值

we can connect it directly to the utility color.
可以直接将它连接到utility的色彩上

Connect the out value of the aiUserDataVector node to the color of the aiUtility node.
将aiUserDataVector节点的out值连接到aiUtility节点的色彩上

Let's see what that looks like,
我们来看看它是怎样的

minimize the hyper shade,
最小化hyper shade

press play in the Arnold render view
在Arnold渲染视图中按下播放

and we see something but it looks very dim.
看到了一些东西,不过很暗

The velocity is low relative to the scale of zero to one
相对于从零到一的比率来说,这个velocity是比较低的

but we can easily increase the brightness of the velocity with a remapColor node.
不过我们可以轻松的通过remapColor节点 来增大velocity的亮度

I'll stop the Arnold render view
停止这个Arnold渲染视图

and go back to the hyper shade.
返回到hyper shade中

Once again in the graph,
再次进入图形中

press the tab key
按下TAB键

and type in R-E-M.
输入R-E-M

This time choose remapColor
这次选择remapColor节点

and we'll connect that between the aiUserDataVector
我们要在aiUserDataVector中连接它

 

 
 
 





 
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