| At present,there are few literature studies on special light and shadow effects such as smoke light,particle special effect light and volume light in 3D animation,and the producti on process is complex and the effect is relatively simple.To solve this problem,the author optimized the realization methods and visual effects of the above types of light and shado w,and applied them to the 3D animation short film of graduation project.In order to optimize the details of flame light in explosive smoke and the fluidity of d ynamics,the author did not completely use the smoke system to create,but converted the p roduction of dynamic parts into independent particle plug-in for simulation.This method c an not only improve the efficiency but also improve the controllability of dynamic effects.In addition,the particle is replaced by the circular body model with the information of the number of faces and used as the emission source of smoke,which greatly optimizes the ran dom diffusion effect of smoke,and the smoke self-illumination also presents a more abund ant shape.In the temperature luminescence mode of smoke,under the condition that the lig ht color uses the volume gradient transition,the author completes the Mach ring aperture ef fect in the aft flame by combining the parameters of the launch speed,and completes the d ynamic flame effect when the spacecraft is at rest by combining the collision effect device of smoke.In the realization of particle special effect light and shadow,in order to optimize the r andom effect of particle dynamics and enrich it,the author replaced the dynamic particles with faces and cached them,and then used them again as particle emission source,increasi ng the level of particle group light effect.In addition,the coloring mode of the particles un der dynamic conditions and the influence of dynamic factors on the motion of the particles are also studied.With the help of the dynamic effect device,the effects of particle scatterin g and trajectory light are achieved.As for the synthesis rendering optimization of light,the author took the volume light i n the final design work as an example,tried to use different renderers to render the light an d shadow channel separately,and combined the depth channel to synthesize in the later sta ge.This method combined the advantages of different renderers to render the picture,not o nly optimized the work flow and saved the rendering time,but also improved the richness of the effect.In the mixing application of luminous materials,the control of the mixing are a is mainly accomplished by nodes.The author uses the effect "domain" combined with the mixing material ball to achieve the effect of light spreading and moving on the surface of t he material. |