资源描述
Maxwell2.5
中文手册for
SketchUp8
1.目录
2
概述
2.1
为什么要注解本手册?
本手册包含了你所需要了解的所有信息,以便你理解使用SKETCHUP中的MAXWELL插件,它主要讲解一些MAXWELL常规性基础概念及细节,但它并不预算定期更新MAXWELL的渲染手册,该手册就在您的MAXWELL安装目录;在该手册中如果您有任何与该插件相关的参数没有在这里充分解释,请咨询联系我们,以便获得更进一步的MAXWELL渲染指导手册。
2.2
我为什么必需知道怎么使用这个插件?
原文费话连篇不再翻译。
下面介绍构成MAXWELL场景和渲染的完整菜单列表,实际上在SU中他们已经被优化和简化了很多:一切都是那么的简单。
2.2.1
Scene Manager(场景管理器)
The Scene Manager window is the single central point of access to all Maxwell-related scene
parameters.
该场景管理器是唯一获得MAXWELL相关场景核心参数的窗口。
These parameters are divided into four main categories, Materials, Camera, Environment,
and Output, each of which is represented in a tab in the Scene Manager.
这些参数共分为四大类别:材质,照相机,环境,和输出选项,其中每个选项是代表在场景管理器中的选项卡。
2.2.2
Menu & Toolbar
菜单和工具栏介绍
The plugin adds a custom menu and toolbar to SketchUp.
这些插件均在SKETCHUP中增加了一个自定义菜单和工具
Figure 2.2.2: The plugin menu and toolbar.
上图2.2.2为这个插件主菜单与工具栏
Both of these contain the same items, which fall into three basic groups:
上图的菜单栏也都作为工具栏下降至成为按钮并包括在内且项目功能相同。
Rendering & Export(5.1)
渲染与输出
Figure 2.2.3: The rendering & export command group.
红圈范围图2.2.3为渲染与输出命令
Three commands are provided here:
Render (5.1.1),
Export to Studio (5.1.2), and
Export
MXS (5.1.3).
Clicking Render will export the scene to an MXS file and then render that file
in Maxwell Render. Clicking Export to Studio works in a similar way, except that it opens the
generated MXS file in Maxwell Studio, rather than rendering it. Export MXS simply exports
the MXS file.
这里提供三个命令,从左至右依次为:渲染,输出至STUDIO和输出为MXS文件
点击“RENDER”将输出场景至MAXWELL渲染器并作为一个MXS文件直接渲染
点击“EXPORT TO STUDIO”以与上类似的工作方式但它只打开调用MAXWELL中生成的MXS文
件,而不是渲染它;
点击“EXPORT MXS”只是输出MXS文件。
MXM Browsing(5.2)
MXM浏览器
Figure 2.2.4: The MXM browsing command group.
上图为MXM浏览管理命令组
Two commands are
provided here:
Browse for an
MXM file (5.2.1), and Browse the
MXM
Gallery (5.2.2).
When an MXM file is selected (by double-clicking in the MXED Browser for
local browsing, or by downloading for MXM Gallery browsing), a new SketchUp material will
be added to SketchUp’s material list; this material will be linked to the selected MXM file.
在这里提供了两个命令:从左到右依次为:浏览一个MXM文件;第二个是浏览官网的“GALLERY”
材质库;当一个MXM文件被选中(在浏览器中的MXED被双击本地浏览命令或者对官网的MXM
GALLERY浏览进行下载),一个全新的SU材质将被添加到SU材质清单;这个材质将被链接至选定的MXM文件。
Scene & Camera (5.3)
上图为场景与照相机按钮
Figure 2.2.5: The scene & camera command group.
Three commands are provided here: Scene Manager (5.3.1), Set Depth of Field (5.3.3), and
Set Focal Distance (5.3.4). Scene Manager shows the plugin’s Scene Manager window. Set
Depth of Field prompts for two points in the scene and once chosen, adjusts the current
camera’s fStop and focal distance to produce the chosen depth of field. Set Focal Distance
simply prompts for a single point which, once chosen, will be used to set the focal distance
of the current camera.
这里主要提供三个重要的命令:从左至右依次为:场景管理器;设置景深,以及设置焦距。
场管理器显示这个插件的场景管理器窗口。设置景深在场景中一旦选择提示的两个点,改变当前照相机的FSTOP(光圈)与焦距将制作出景深,设置焦距并只选择单一的一个点,一旦选择了,将会设置当前的相机焦距。
Help & Info(5.4)
帮助与信息
Contains commands which show the plugin’s PDF manual, the regular Maxwell Render PDF
manual, and the plugin’s About box.
不浪费时间解释
2.2.3
Context Menu
文本菜单
In the context (i.e. right-click) menu for SketchUp entities, you will find a Maxwell item:
在文本菜单(右击)针对SU的实体菜单,你将发现一个MAXWELL选项
3
Plugin Quick
Start
3.插件快速启动
Following is a tutorial that will help you get started using the plugin.
以下内容是一个教程,它将会帮助你如何开始使用这个插件。
3.1
Notes
3.1.注意事项
Firstly, it is worth mentioning that it is entirely possible to render a scene simply by clicking
the Render button; the plugin will automatically convert SketchUp’s materials into Maxwell
materials, using various heuristics to decide how each material ought to be converted. This
process, however, is somewhat limited by a lack of information in the source SketchUp ma-
terial; for example, all non-transparent materials will be exported as simple diffuse Maxwell
materials, simply because there is no parameter in the SketchUp material by which the
plugin could infer whether or not it should be exported differently.
首先,值得提醒的事情,它是完全可以使用更简单的办法,通过点击一个场景渲染按钮;
该插件将会自动转换SU的材质为MAXWELL的材质,采用各种启发式来决定如何进行每
种材质应该被转换。这是一个过程,然而,有些信息资源的缺乏限制了SU的材质,例如,
所有的非透明材料将被转换为简单的漫散射MAXWELL材质,这是因为没有插件在SU
材质参数当中可以推断出它是否应该被导出成为不同。
The determination of whether to export as transparent is made based both on the SketchUp
material’s Opacity value and on its color; in cases where it seems appropriate, the plugin
will generate what is known in Maxwell as an AGS material – this is a glass-like material
which works with non-volumetric meshes and also renders faster than a real dielectric glass
material, due to its lack of refraction.
至于是否导出成为透明参数的决定是基于两者在SU材质的不透明度值和它本身的颜色,
在适当的情况下,该插件将会产生判断知道在MAXWELL中它是一个AGS材质-这是
一个玻璃类型材质,该非体积网格项目所以会呈现出比一个真实玻璃介质的材质渲染得
更快,主要原因是它缺乏折射。
That aside, it is quite simple to customize how SketchUp materials are translated by the
plugin. By default, the plugin’s representation of the material (as seen in its material editor)
will infer color and texture from the SketchUp material it is associated with. Additionally, a
Roughness parameter is given; as this is reduced, the material will become more shiny and
plasticine.
这些暂且保留后说,这是很简单的知道如何自定义SU材质是被插件转译的。在默认情况,这
插件中代表性的材质(例如在材质编辑器中看到)将会在颜色与纹理中推断出这SU材质是与之相关的。
此外,给出的粗糙度参数,降低这个参数,材料将会变得更光滑和类似橡皮泥。
3.2
Scene & Material Setup
3.2 设计场景&材质
Let’s try this out to see how it works. First, create a simple 1-meter rounded cube, make it
into a Component, and create a copy.
让我们来偿试这一点并看它是如何工作的。首先,建立一个简单的以1米为单位的圆形立方体,
使它成为一个组件,并创建一个COPY.
3 Plugin Quick Start
Figure 3.2.1: The example scene, shown in SketchUp.
这是实例场景,显示在SU当中
Next, let’s edit and assign a material to our first cube. In the plugin’s toolbar, click the Scene
Manager button.
接下来,让我们编辑和分配材质给我们第一个立方体,在插件工具栏,单击场景管理器按钮
Figure 3.2.2: The Scene Manager button.
The plugin’s Scene Manager window will be shown.
As you will see, there are five tabs at
the top of the window; select the left-most tab to show the material editor.
Next, from the
drop-down list at the top of the page, select the <Beige>2 material (or another if that one is
not in your scene) and click the Refresh Preview button (at the bottom-right of the preview
image) to generate a material preview for this material.
插件场景管理窗口将会显示。正如你所看到的,在窗口的顶部有五个标签,选择最左则的标签以显示材质
编辑器。然后,从下拉页面顶部的列表中,选择《BEIGE》2材质(或者其他材质,视你的场景不同有所不同)
并单击预临览按钮(在预览图标右下角位置)将获得这个材质实时预览这个材质。
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3 Plugin Quick Start
Figure 3.2.3: <Beige>2 rendered using its default settings.
渲染使用它的默认设置
As you can see, by default, materials use a Character type of Automatic and a Roughness
value of 97.0; this produces a diffuse material. If you inspect the Type drop-down, you will
see that there are several types of materials available, but for now, we will continue to use
the Automatic type. Let’s adjust the Roughness value down to 10% to see what that looks
like (refresh the preview again after adjusting the Roughness).
正如你所看到的,默认情况下,材质使用一个自动类型和粗糙参数值97,这产生了漫散射材质。如果你
检查这个下拉菜单选项,你会看到有几个可用的不同类型的材料,但目前来说,我们将会继续使用这个
自动类型。让我们改变调整粗糙值至10%去看看有什么不同(调整之后再次刷新预览)
19
3 Plugin Quick Start
Figure 3.2.4: <Beige>2 rendered with Roughness set to 10%.
渲染完成10%粗糙值设置
Next, select the cube nearest the camera and click the Assign to Selected Entities button.
然后,选择最靠近相机的立方体,并单击指定材质给选定的实体按钮。
Figure 3.2.5: The Assign to Selected Entities button.
指定材质给选定实体按钮
The material will be assigned to the cube.
这个材质将被分配到立方体。
20
3 Plugin Quick Start
Figure 3.2.6: <Beige>2 assigned to the near cube.
指定给最近的立方体
Now repeat these steps using the jean blue material, but assign it to the far cube.
现在重复这些步骤采用“JEAN”蓝材质,分配给最远的立方体。
3.3
Camera Setup
3.3 相机设置
Before
we render the scene, let’s set up the
camera;
select the second tab
in the
Scene
Manager to show the Maxwell camera parameters for the current SketchUp scene (in this
case, there is no scene, so the camera will simply be named Current).
在我们渲染场景之前,让我们来设置相机,选择场景管理器中第二个标签并显示MAXWELL CAMERA当前
的SU场景(在这个情况下,没有场景,所以相机将会简单命名为CURRENT)
21
3 Plugin Quick Start
Figure 3.3.1: The Camera panel.
相机面板
By default, cameras use what is referred to in the plugin as Viewport mode; when this is
the case, the plugin will always infer the camera’s resolution settings from the SketchUp
viewport. We will continue to use this mode, but before we render, let’s set the camera’s
focal distance; click the Set Focal Distance button in the plugin toolbar.
默认情况下,相机显示什么是在这插件的视口模型下;当然这是很简单的,该插件将始终
推断这个相机的分辨率设置是从SU视口获得,我们瘵继续使用这个模式,但在我们渲染之前,
让我们设置这个相机的焦距;在插件工具栏中单击设置焦距按钮
Figure 3.3.2: The Set Focal Distance button.
设置焦距按钮
The plugin will prompt you to select a point in the scene; select the nearest face of the near cube.
这插件将会提示你选择一个场景中的焦点;选择附近最近的立方面的面。
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3 Plugin Quick Start
3.4
Ground Plane
接地平面
We could render now, but first, let’s also enable the plugin’s Ground Plane feature.
Select
the Environment tab in the Scene Manager and switch the Ground Plane mode from Disabled
to Application.
我们现在准备渲染,但首先,让我们来打开插件的接地平面功能。
在场景管理器中的环境标签,可切换与禁用地平面模式。
Figure 3.4.1: The Ground Plane panel.
地平面面板
Using this mode, the plugin will read the ground plane options from SketchUp and generate
a suitable approximation in the exported Maxwell scene.
使用这个模式,插件会读取SU中的地平面参数并生成一个与MAXWELL场景并相适合类似。
3.5
Rendering
渲染
Let’s render the scene now and see how it looks; just click Render in the plugin’s toolbar.
现在让我们渲染这个场景去看看,只需要点击插件工具栏的渲染工具栏。
Figure 3.5.1: The Render button.
渲染按钮
After doing so, scene will be exported to an MXS file, and Maxwell Render will be started,
rendering the exported file.
这样操作之后,场景将会输出至一个MXS文件,然后MAXWELL将开始启动渲染,
导出的文件正在渲染当中
Figure 3.5.2: The scene, rendered.
场景渲染
Next
let’s
alter the
scene
a
bit,
before
rendering
again.
Return
to
the
Environment tab
and switch the Environment Type from Sky Dome to Physical Sky.
the scene does not produce any noticeable DOF (depth of field) in
Then, since the size of
the camera, move the
camera closer to the near cube, open up the fStop to 1.2, and set the focal distance again,
using a point similar to the one which was chosen previously. Rendering again now produces
a more dramatic composition.
然后,让我们来改变一下场景在再次渲染之前。返回到环境标签,并切换到从圆顶物理天空环境类型,由于
规划的规模尺寸不会产生任何明显的景深,移动相机更靠近立方体,打开FSTOP参数至1.2,并且再次设置
焦距,使用一个与之前被选择的相似点,再次渲染现在将会产生一个更富生动有趣的场面。
Figure 3.5.3: The scene, rendered with focus set to the near cube.
现场场景,重点设置在附近的立方体进行渲染
Naturally, setting the focal distance to a point on the far cube would result in an image like
this:
当然,设置焦距上的一个远立方体的点会产生类似这样的图像。
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3 Plugin Quick Start
Figure 3.5.4: The scene, rendered with focus set to the far cube.
现场场景,渲染远立方体作为重点渲染
Note
that even
though we
have
altered
the camera’s
fStop,
the
overall exposure of
the
image has not changed appreciably; this is due to the Maxwell camera’s Lock Exposure to
EV (Exposure Value) feature.
注意:即使我们通过改变了相机的“FSTOP”,整体暴光图象并没有明显改变,这是因为MAXWELL的相机
锁定曝光到EV功能所致。
第一课完基础入门完
第二课详见下周时间
2011年7月12日
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