form?Z RenderZone - 三维固体和表表建模的软件
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RenderZone允许您基于 LightWorks? 渲染引擎创建真切的渲染。它提供三个级此外渲染:单一、z 缓冲区和光线跟踪。用户能够从单一的级别起头开发 3D 模型的图像,而后逐步打开职能并在真切的级别进行渲染。
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RenderZone还蕴含基于全局照明技术天生图像的能力,这种技术能够创建真实的渲染,由于场景的照明思考了环境中光线的正确散布。在RenderZone 中,全局照明蕴含荟萃、环境遮挡和光能传递技术,它们能够单独利用,也能够组合使用。
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能够使用一种或多种光源,这些光源可所以环境光、远处(太阳)、锥体、点、投影仪、区域、自界说、线条、环境和大气光。灯光可能会在图像中发光,仿照空气中尘埃颗粒对灯光的反射;肪澈痛笃乒馐歉呒兜乒,专门针对全局照明进行了优化。其他灯光类型会产生软(映射)或硬(光线跟踪)阴影。
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能够利用立方体和球形环境贴图、凹凸、蕴含 Alpha 通路支持、深度成效和后期处置成效的布景。吞吐是后处置成效的一个示例,它仿照将您的相机聚焦到建模场景的特定区域。法式天生的天空布景靠近您用相机拍摄的真实天空。
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着色器用于渲染表表和其他成效。材质由多四层着色器界说,可产生色彩、反射、通明度和凹凸成效。着色器中的图案可所以预先捕获的图像,也能够由法式天生D芄辉 z 缓冲区和光线跟踪级别利用通明度、反射和折射。反射和折射始终正确地进行光线跟踪,即便它们是由 z 缓冲区渲染产生的。这是通过利用混合渲染步骤实现的,其中使用 z-buffer 渲染没有反射的表表,使用光线跟踪产生反射表表的渲染成效。
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光线追踪渲染能够通过使用多个处置器来加快。
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还能够使用草图渲染模式,该模式可天生非真实感图像,这些图像看起来如同是通过手动渲染技术(例如油画、水彩或铅笔阴影)绘造的。
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form ·Z 8.6 系统要求
内存:1 GB
推荐:4 GB+?
* 请把稳,复杂的模型或大型纹理贴图可能必要额表的内存。
Macintosh OS X:
建设 Intel 处置器的 Macintosh 推算机。
OS X 10.9.2 或更高版本。
? 请把稳,建议使用新更新。
? 把稳:El Capitan (OS X 10.11) 或更新版本必要 form·Z v8.5.0.2 或更新版本。
? 把稳:Sierra (Mac OS 10.12) 必要 form·Z v8.5.6 或更新版本。
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硬盘空间:
2 GB
推荐:5 GB+?
* 请把稳,复杂模型或大纹理贴图可能必要额表的硬盘空间。
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Windows:
Windows 7、Windows 8/8.1 或 Windows 10?
* 请把稳,建议使用新的服务包。
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OpenGL:
必要支持 OpenGL 3.2 或更高版本的视频卡。为获得很好的成效,建议使用低基准分数为 ~1500 的显卡,对于较大的文件,选择~3500 或更高。
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【英文介绍】
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RenderZone allows you to create photorealistic renderings based on the LightWorks? rendering engine. It offers three levels of rendering: simple, z-buffer, and raytrace. A user can start developing the image of a 3D model at the simple level and gradually turn on features and render it at the most photorealistic level.
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RenderZone also includes the ability to produce images based on global illumination techniques, which create renderings with the most realism, as the illumination of a scene takes into account the accurate distribution of light in the environment. In RenderZone, global illumination includes final gather, ambient occlusion, and radiosity techniques, which can be applied separately or can be combined.
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One or more lights can be used, which can be ambient, distant (sun), cone, point, projector, area, custom, line, environment, and atmospheric lights. Lights may appear to glow in images, simulating the reflection of lights off dust particles in the air. Environment and atmospheric lights are advanced lights, which are especially optimized for global illumination. Other light types produce soft (mapped) or hard (raytraced) shadows.
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Cubic and spherical environment mapping, bumps, backgrounds that include alpha channel support, depth effects, and post processing effects can be applied. Blur is an example of a post processing effect that simulates focusing your camera to a particular area of your modeling scene. Sky backgrounds that are procedurally generated come close to real skies that you may have captured with your camera.
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State of the art shaders are used to render surfaces and other effects. A Material is defined by up to four layers of shaders, which produce color, reflections, transparency, and bump effects. Patterns in shaders can be pre-captured images or can be produced by a procedure. Transparencies, reflections, and refractions can be applied at the z-buffer and raytrace levels. The reflections and refractions are always correctly raytraced, even when they are produced by the z-buffer rendering. This is achieved by applying a mixed rendering method, where surfaces with no reflections are rendered using z-buffer and the rendering effects of reflective surfaces are produced using raytracing.
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Raytraced renderings can be accelerated by the use of multiple processors.
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Also available is a sketch rendering mode that produces non photorealistic images, which appear as if they were drawn by manual rendering techniques, such as oil painting, water color, or pencil hatches.
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RENDERZONE FEATURES
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Final Gather
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Ambient Oclusion
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Advanced Lights
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HDRI
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Volumetric shadows
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Materials
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Material Libraries
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Decals
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Postprocessing Effects
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Rendering Development
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Sketch Render
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