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LightWave開發訊息更新- 2007年2月15日 今天我們將要為您帶來的新訊息是關於LightWave v9第一次免費升級當中的一些新功能,如果您迫不及待的想要使用這些新功能,您不需害怕也不需客氣,您可以現在加入參與所有LightWave v9的正式註冊用戶都會被邀請參加的公開測試活動...方法很簡單,您只要在 http://register.newtek.com 這個網頁登錄您的產品註冊帳號並且點按公開測試的廣告橫幅查看參予的詳情便可. 原物料材質--Material Shaders 當節點編輯器Node Editor在LightWave v9推出時被介紹給所有使用者之後,這項可以快速客製化的材質系統也在研發急速的演化中推出全新模擬真實材質質感的原物料材質(Material Shaders). 這項原物料材質(Material Shaders)的節點編輯功能不但結合原有的節點材質,讓原有的材質節點編輯更容易更方便,而且原物料材質(Material Shaders)不但能複製特定的質感外,更可與其他節點編輯同時使用節點編輯的優異編輯系統的特性.目前有幾種特定原物料材質(Material Shaders)可供使用... Dielectric(非傳導性材質)是一種完全合乎物理性真實的模擬玻璃與液態材質的原物料材質,它使用的是"比爾"定律(不是啤酒定律!)比爾定律是關於當光線試圖要穿過材質表面時能量被吸收的理論,更多的光線被原物料材質吸收則材質看起來就越黑. 如果你手邊有塊玻璃,你可以看看這塊玻璃製品的邊緣部份,你可能會發現邊緣呈現出來的色澤是比較暗的,即便是相同的透明度,但是基於邊緣的厚度關係,大多光線都會被吸收掉或是折射掉. Conductor(電導體)是一種物理性完全模擬真實的金屬原物料材質,它可以非常容易的只用一個節點就得到完全真實的金屬材質表面. Sigma(S型代號...指的是SSS-subsurface scattering肌底散射材質)是另一項原物料材質,用來表現肌底散射材質(如蠟,玉石,肌膚...等) 這些節點編輯圖繩允許你自行編輯客製化屬於你自己的原物料材質,這包括可以將一般的節點材質與原物料材質混合節點合用組合出不同的原物料材質. 修鋸齒模式--Anti-aliasing 另一項即將同時在升級版中推出的是全新的修鋸齒技術...鋸齒是電腦圖像形成顏色差異分隔的一種階梯狀的狀態...原因是電腦計算出來的像素(Pixels)是以方型構成. 修鋸齒(Anti-aliasing)的目的也在修正這種色階之間的階梯狀現象. LightWave即將推出介紹的新修鋸齒技術將是單次掃描校正鋸齒的模式,它不像之前的方式是必須經過多次掃描與修整之後才能得到較高層次的修鋸齒目的. 另一項的發展包含新的取樣形式(sampling patterns),這是指偵測計算光跡如何影響修鋸齒運算的狀況,以前的LightWave使用的是修整取樣模式(fixed-sampling pattern),這種模式是單純針對明顯的鋸齒邊界作修正.而新的Blue Noise(藍訊)模式是一種亂數取樣模式(random-sampling pattern),當判斷需要修整的像素時,藍訊模式會依照光跡運算的格點作做半亂數形式的取樣,這將會在亂數取樣的點中尋求最小距離的差異來計算修鋸齒的必要性,直到需要修鋸齒的兩個像數點之間的差異達到在允許的設定門檻範圍之內. 取樣值的調整度(Adaptive Sampling)也是另一項被提升的部份,這項調整將會讓影像作多次的掃描計算,在第一次的掃描中會計算你所設定的修鋸齒門檻,然後接下來的每一次掃描將會兩倍的加強在設定門檻中確實需要修鋸齒的那些像素... 更多的細節與新功能可以在我們發佈的電子新聞報中看見... http://www.lightwave3d.com/newsletters/v4-n01/index.html#v92 Kurtis Harris - NewTek 3D Marketing市場行銷部 ------------------------------------------------------ 以下為原文: LightWave Development Update - 02/15/07 -------------------------------------------------------------------------------- Today, we're bringing you information about even more of the new features coming soon to LightWave v9 in its first free upgrade. If you just can't wait to start using these new features, never fear, you don't have to. Registered owners of LightWave v9 are invited to participate in the Open Beta program going on right now. Simply login to your product registration account at http://register.newtek.com and click on the Open Beta banner for details. Material Shaders When the Node Editor was introduced in LightWave v9, it paved a new way to quickly create customized surfaces. The Node Editor has been developed even further for LightWave with the introduction of the Material nodes, which duplicate real surfaces. The Material nodes combine features of existing nodes into a more convenient and easier to use node system. The Material nodes duplicate specific surfaces, but can still access the power of the node system. Several types of material nodes are available. Dielectric is a glass and liquid shader and is physically accurate, using Beer’s law. (Not that Beer!) Beer’s Law is about energy absorption, which occurs when light passes through a surface. The more light that is absorbed by the material, the darker it will look. If you have a glass and look at the sides, you may notice that it is darker along the edges. It has the same transparency throughout, but it is relatively thicker along the edge, so more light is being absorbed or refracted. Conductor is a shader node for physically accurate metal, making creating realistic metal surfaces easy with just a single node. Sigma is another material node which uses subsurface scattering. Nodes are also available for creating your own custom Material shaders, including a Standard node based on the Surface input node and a Material Mixer node for combining different materials. Anti-aliasing One of the major new technology revisions in the upcoming LightWave update is the new antialiasing technology. Aliasing is the stair-step effect you may have seen on a computer-generated image when two different colors are adjacent. This is due to the nature of pixels being rectangular. Anti-aliasing is used to correct this stair-stepping effect. LightWave will introduce a new technique of anti-aliasing using a single pass to correct for aliasing. Previously, upon alias correction, a render pass was performed for each anti-alias level. Another improvement includes new sampling patterns, which is the pattern of detecting rays used in the render. In the past LightWave used a fixed-sampling pattern, which tends to result in the tell-tale aliasing. The new Blue Noise is a random-sampling pattern. For a given pixel, Blue Noise will sample a semi-random point on the grid for a ray, which will be a minimal distance away from each other random sampling point. The sampling continues until the difference between two points are within a certain threshold or the maximum number of samples has been reached. Adaptive Sampling is another improvement coming to LightWave, which will render the image in multiple passes. The first pass will render with the number of anti-aliasing samples you have selected. Each pass after that doubles the number of samples and only the pixels that exceed the Adaptive Threshold will receive additional sampling during each pass. Details of additional new LightWave features... http://www.lightwave3d.com/newsletters/v4-n01/index.html#v92 __________________ Kurtis Harris - NewTek 3D Marketing 本篇留言於 2007年2月17日02時02分 由 呂 編輯 | |
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