Semitransparent material effect making method and device, storage medium and electronic equipment
By generating camera settings with opposite depth of field parameters and using normal map synthesis technology, the problem of semi-transparent material effects being difficult to realistically simulate light refraction and dispersion phenomena is solved, achieving efficient and realistic semi-transparent material effect production, and improving the visual quality and production efficiency of rendered images.
Patent Information
- Application Number
- CN202510560616.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-29
- Publication Date
- 2025-09-16
AI Technical Summary
In the existing technology, the rendering process of semi-transparent objects in game CG has problems such as long rendering time, inability to preview the effects in real time, visual issues and insufficient flexibility in post-processing. In particular, it is difficult to strike a balance between rendering quality and production efficiency when dealing with complex refraction phenomena with dispersion effects.
By obtaining the camera parameters of the background environment material and the translucent asset model, the second camera parameters with opposite depth of field parameters are generated, the first and second normal maps are rendered respectively, a distortion control layer is generated, and the color channel of the background environment material is differentially processed to simulate refraction and dispersion effects.
It achieves accurate simulation of the propagation characteristics of light in different media, improves the realism and visual quality of rendered images, improves production efficiency, reduces the workload of manual adjustments, and makes the rendering process of complex translucent materials more efficient and controllable.
Smart Images

Figure CN120655804A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a method and device for producing a translucent material effect, a storage medium, and an electronic device. Background Art
[0002] In game CG (Computer Graphics) promotional projects, two main approaches are typically used to render translucent objects: material creation and lighting rendering in professional DCC (Digital Content Creation) software; and material effects creation and dynamic environment creation within a game engine. However, these approaches have significant limitations. The computational complexity of DCC software rendering translucent objects often leads to excessively long rendering times and the inability to preview the effects in real time, prolonging design iteration cycles. This "render first, preview later" approach is extremely inefficient when multiple adjustments are required to the reflection and refraction effects of translucent objects. While game engines achieve real-time rendering, visual artifacts such as flickering and out-of-focus edges can occur. Furthermore, their AOV (Arbitrary Output Variables) layering makes it difficult to fully reproduce the in-engine effects in post-production, limiting the flexibility and accuracy of post-processing. Existing solutions struggle to strike a balance between rendering quality and production efficiency, especially when dealing with complex refraction phenomena with dispersion effects.
[0003] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute prior art known to ordinary technicians in the field. Summary of the Invention
[0004] The purpose of the present invention is to provide a method and device for producing a translucent material effect, a storage medium, and an electronic device, thereby overcoming one or more problems caused by the limitations and defects of related technologies to at least a certain extent.
[0005] According to one aspect of the present disclosure, a method for producing a translucent material effect is provided, the method further comprising:
[0006] Get the background environment material, translucent asset model and the first camera parameters;
[0007] generating second camera parameters according to the first camera parameters, wherein the second camera parameters are set opposite to the depth of field parameters of the first camera parameters;
[0008] Rendering the semi-transparent asset model based on the first camera parameters and the second camera parameters respectively to obtain a first normal map and a second normal map;
[0009] generating a distortion control layer according to the first normal map and the second normal map;
[0010] The color channels of the background environment material are differentially processed according to the distortion control layer to obtain a translucent material image including refraction and dispersion effects.
[0011] According to another aspect of the present disclosure,
[0012] A device for producing a translucent material effect, comprising:
[0013] A first acquisition module is used to acquire background environment materials, a semi-transparent asset model and first camera parameters;
[0014] a parameter setting module, configured to generate second camera parameters according to the first camera parameters, wherein the second camera parameters are set opposite to the depth of field parameters of the first camera parameters;
[0015] a map generation module, configured to render the semi-transparent asset model based on the first camera parameters and the second camera parameters, respectively, to obtain a first normal map and a second normal map;
[0016] a layer generation module, configured to generate a distortion control layer according to the first normal map and the second normal map;
[0017] The material effect generation module is used to perform differential processing on the color channels of the background environment material according to the distortion control layer to obtain a translucent material image that simulates refraction and dispersion effects.
[0018] According to another aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, any one of the above methods for producing a translucent material effect is implemented.
[0019] According to another aspect of the present disclosure, there is provided an electronic device, including:
[0020] processor, display device; and
[0021] a memory for storing executable instructions of the processor;
[0022] The processor is configured to execute any one of the above methods for producing translucent material effects by executing the executable instructions.
[0023] The present application provides a method for producing a translucent material effect, which obtains background environment material, a translucent asset model, and first camera parameters; generates second camera parameters based on the first camera parameters, wherein the second camera parameters are set opposite to the depth of field parameters of the first camera parameters; renders the translucent asset model based on the first camera parameters and the second camera parameters respectively to obtain a first normal map and a second normal map; generates a distortion control layer based on the first normal map and the second normal map; and performs differential processing on the color channel of the background environment material based on the distortion control layer to obtain a translucent material image containing refraction and dispersion effects. Therefore, by using oppositely set depth of field parameters to generate two sets of normal maps and create a distortion control layer, this technical means can accurately simulate the refraction and dispersion optical properties of translucent materials, effectively improving the realism and visual quality of the rendered image. BRIEF DESCRIPTION OF THE DRAWINGS
[0024] The above and other features and advantages of the present disclosure will become more apparent by describing in detail exemplary embodiments thereof with reference to the accompanying drawings. Obviously, the drawings described below are only some embodiments of the present disclosure, and those skilled in the art can derive other drawings based on these drawings without inventive effort. In the accompanying drawings:
[0025] Figure 1 is an architecture diagram of a cloud interaction system in an exemplary embodiment of the present disclosure;
[0026] Figure 2 This is a flow chart of a method for producing a semi-transparent material effect in an exemplary embodiment of the present disclosure;
[0027] Figure 3 is a schematic diagram of a real-shot scene in an exemplary embodiment of the present disclosure;
[0028] Figure 4 This is a schematic diagram of the spatial position relationship of a semi-transparent asset model "Little Dragon" imported into a three-dimensional camera in an exemplary embodiment of the present disclosure;
[0029] Figure 5 This is a schematic diagram of the material effect of a semi-transparent asset model "Little Dragon" in an exemplary embodiment of the present disclosure;
[0030] FIG6( a ) is a schematic diagram of the interior area of a semi-transparent asset model “Little Dragon” in an exemplary embodiment of the present disclosure;
[0031] FIG6( b ) is a schematic diagram of color extraction of a scene background image in an exemplary embodiment of the present disclosure;
[0032] FIG6( c ) is a schematic diagram of a scattering effect layer in an exemplary embodiment of the present disclosure;
[0033] Figure 7 is a schematic diagram of a "little dragon" image including refraction, dispersion and scattering effects in an exemplary embodiment of the present disclosure;
[0034] Figure 8 is a schematic diagram of a reflection effect layer in an exemplary embodiment of the present disclosure;
[0035] Figure 9 is a schematic diagram of a final semi-transparent material image in an exemplary embodiment of the present disclosure;
[0036] Figure 10 is a composition diagram of a game data processing device in an exemplary embodiment of the present disclosure;
[0037] Figure 11 A schematic diagram of the structure of a computer-readable storage medium in an exemplary embodiment of the present disclosure;
[0038] Figure 12 FIG. 1 is a diagram showing the composition of an electronic device in an exemplary embodiment of the present disclosure. DETAILED DESCRIPTION
[0039] It should be noted that, in the absence of conflict, the embodiments and features of the embodiments in this application can be combined with each other. The present invention will be described in detail below with reference to the accompanying drawings and in combination with the embodiments.
[0040] In order to enable those skilled in the art to better understand the solutions of the present invention, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present invention.
[0041] It should be noted that the information involved in this application (including but not limited to: information input by the user, for example, information entered by the user into the input box), data (including but not limited to data used for analysis, stored data, displayed data, etc., for example, context code, all codes of the current project, service pressure corresponding to operations on all codes of the current project, code development status of the current project) and signals are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards. For example, the context code, operations on all codes of the current project, and service pressure corresponding to the operations, code development status, etc. involved in this application are all obtained with full authorization.
[0042] It should be noted that the terms "first," "second," and the like in the specification and claims of the present invention and the accompanying drawings are used to distinguish similar objects and are not necessarily used to describe a particular order or precedence. It should be understood that the terms used in this manner are interchangeable where appropriate for the embodiments of the present invention described herein. In addition, the terms "including," "having," and any variations thereof are intended to cover non-exclusive inclusions. For example, a process, method, system, product, or apparatus comprising a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units that are not explicitly listed or that are inherent to these processes, methods, products, or apparatuses.
[0043] It should also be noted that the various triggering events disclosed in this specification can be preset, and different triggering events can trigger the execution of different functions.
[0044] In one embodiment of the present disclosure, a method for producing a translucent material effect can be run on a terminal device or a server. The terminal device can be a local terminal device. When the display control method is run on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device. Figure 1 FIG. 1 is a diagram showing an architecture of a cloud interaction system provided by the present disclosure. As shown in the diagram, the cloud interaction system may include: a client device 10 and a server 20 , wherein the client device 10 may be connected to the server 20 via a network 30 .
[0045] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the semi-transparent material effect production method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the terminal device for information processing is the cloud game server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0046] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in various ways, for example, it can be rendered and displayed on the terminal display, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface including the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0047] Figure 2 In this embodiment, a method for producing a translucent material effect is provided. Figure 2 is a flow chart of a method for producing a translucent material effect according to an embodiment of the present disclosure. Figure 2 As shown, the process includes the following steps:
[0048] Step S1, obtaining background environment material, semi-transparent asset model and first camera parameters;
[0049] Step S2, generating second camera parameters according to the first camera parameters, wherein the second camera parameters are set opposite to the depth of field parameters of the first camera parameters;
[0050] Step S3, rendering the semi-transparent asset model based on the first camera parameters and the second camera parameters respectively to obtain a first normal map and a second normal map;
[0051] Step S4, generating a distortion control layer according to the first normal map and the second normal map;
[0052] Step S5: performing differential processing on the color channels of the background environment material according to the distortion control layer to obtain a translucent material image with refraction and dispersion effects.
[0053] The method provided in this embodiment solves the technical problem of the difficulty in realistically simulating the physical phenomena of light refraction and dispersion in the traditional production process of translucent material effects. This solution achieves accurate simulation of the propagation characteristics of light in different media through the technical means of dual-camera parameter setting and normal map synthesis, and then generates a control layer to perform physically accurate distortion processing on the background material, ultimately achieving a highly realistic translucent material effect. This method not only improves the visual quality and physical accuracy of the image, but also greatly improves production efficiency through systematic process design, reduces the workload of manual adjustment, and makes the rendering process of complex translucent materials more efficient and controllable.
[0054] The above steps are described in detail below.
[0055] In step S1, background environment material, a semi-transparent asset model and first camera parameters are obtained.
[0056] The background environment material is an image or video resource used as the background for the translucent material. The background environment material is the basis for the translucent material effect, and its content will produce refraction and dispersion effects through the translucent object.
[0057] In an optional embodiment, the background environment material can be a static image resource or a dynamic video sequence. For example, the background environment material can be a natural scenery photo, a city street scene image, an abstract texture pattern or a video sequence of real scene shooting, etc. Figure 3 A schematic diagram of a real-shot scene is shown.
[0058] In an optional embodiment, the background environment material can be in a variety of image or video file formats, such as JPEG, PNG, EXR, MOV, or MP4. For example, a 16-bit or 32-bit HDR background image in EXR format can be used to retain more dynamic range information, making the refraction and dispersion effects of translucent materials more realistic and delicate.
[0059] A translucent asset model is a 3D model that requires a translucent material effect. It is the carrier object that implements the translucent material effect, and its geometric shape affects the refraction path of light.
[0060] In an optional embodiment, the translucent asset model can be various translucent objects, such as glass, crystal, gemstone, liquid, or plastic. For example, the translucent asset model can be a finely modeled crystal vase, including complex geometric shapes and surface details to demonstrate the effects of different curvature surfaces on light refraction, such as Figure 4 The figure shows a schematic diagram of the spatial position relationship of a semi-transparent asset model "Little Dragon" imported into a 3D camera.
[0061] The first camera parameters are the camera settings for rendering the scene, including information such as position, rotation, field of view, depth of field, etc. The first camera parameters define the various properties of the observer's perspective and determine the viewing angle and projection method of the final rendered image.
[0062] In an optional embodiment, the first camera parameters include basic parameters such as spatial position coordinates (x, y, z), rotation angles (yaw, pitch, roll), and field of view (FOV). For example, the camera can be set to be located at scene coordinates (10, 5, 20), facing the coordinate origin, with a field of view of 35 degrees to obtain a translucent material visual effect at a specific angle.
[0063] In an optional embodiment, the first camera parameters further include depth-of-field parameters, such as a near depth plane distance (near) and a far depth plane distance (far). For example, the near depth plane distance can be set to 0.1 units and the far depth plane distance can be set to 1000 units. These parameters will be used to create the second camera parameters in subsequent steps.
[0064] In a specific application, a user might import a video of a city street scene into compositing software like Nuke as the background environment, a crystal sculpture model in ABC format as the translucent asset model, and a camera file containing position, rotation, field of view, and depth of field parameters as the first camera parameters. These assets serve as input for subsequent processing steps, providing the foundational data for creating realistic translucent material effects.
[0065] In step S2, second camera parameters are generated according to the first camera parameters, wherein the second camera parameters are set opposite to the depth of field parameters of the first camera parameters.
[0066] The second camera parameters are a new camera setting created based on the first camera parameters, with the main difference being the opposite setting of the depth of field parameters. Generating the second camera parameters is one of the key steps in achieving realistic refraction and dispersion effects.
[0067] In an optional embodiment, the second camera parameters maintain the same basic parameters as the first camera parameters, such as spatial position coordinates, rotation angle, and field of view angle. For example, if the first camera is located at coordinates (5, 10, 15), with an orientation angle of (30°, 45°, 0°), and a field of view of 40°, the second camera also uses the same parameter settings.
[0068] In an alternative embodiment, the second camera parameters differ primarily from the first camera parameters in that the depth of field parameters are reversed, specifically by swapping the values of the near depth of field plane distance (near) and the far depth of field plane distance (far). For example, if the first camera's near parameter is 0.1 and the far parameter is 1000, the second camera's near parameter is set to 1000 and the far parameter is set to 0.1, achieving the reversed depth of field parameter settings.
[0069] In an optional embodiment, the purpose of reversing the depth of field parameters is to capture the differences in light refraction when observing a translucent object from different directions, thereby more accurately simulating optical phenomena in the real world. For example, by reversing the settings, the system can simulate the refraction behavior of light from air into a translucent material and from the translucent material out of air, making the final composite effect more consistent with physical laws.
[0070] In an optional embodiment, the near depth plane distance (near) defines the near clipping plane of the camera's view frustum, and objects within this distance will not be rendered. For example, the near parameter of the first camera can be set to 0.1 units, indicating that objects within 0.1 units of the camera will not appear in the rendering result.
[0071] In an optional embodiment, the far depth plane distance (far) defines the far clipping plane of the camera's view frustum, and objects beyond this distance will also not be rendered. For example, the first camera's far parameter can be set to 1000 units, indicating that objects more than 1000 units away from the camera will not appear in the rendering result.
[0072] In an optional embodiment, the reverse setting involves assigning the first camera's near value to the second camera's far value, and vice versa, creating a mirror-symmetric depth of field setting. For example, if the first camera's parameters are near = 0.1 and far = 1000, then the second camera's parameters would be near = 1000 and far = 0.1. This setting allows the effect of translucent objects on light to be captured from opposite directions.
[0073] In a specific application, the user can copy the camera parameters imported in the first step and create a new camera node. This node maintains the original camera's position, angle, and field of view, but swaps the values of the near and far depth plane distances. For example, if the original camera has a near depth of 0.1 and a far depth of 1000, the newly created second camera would have a near depth of 1000 and a far depth of 0.1. This inverted depth of field setting helps capture the different refraction behaviors of light as it travels through translucent objects.
[0074] In step S3, the semi-transparent asset model is rendered based on the first camera parameters and the second camera parameters to obtain a first normal map and a second normal map.
[0075] In a specific application, a 3D production artist can build a rendering node network in a compositing software (such as Nuke), connect a semi-transparent asset model to two Scanlinerender nodes configured with the first camera parameters and the second camera parameters respectively, set the output channel to Normal, and specify an appropriate rendering resolution and anti-aliasing level. After the rendering operation is performed, the system will generate two normal maps containing the surface normal vector information of the model, namely the first normal map and the second normal map. These maps are usually stored in RGB format, where the red, green, and blue channels correspond to the normal vector components in the X, Y, and Z axis directions, respectively.
[0076] In step S4, a distortion control layer is generated according to the first normal map and the second normal map.
[0077] Among them, the distortion control layer refers to the data layer used to control and guide the degree and direction of deformation of the background environment material. It is processed by combining the first normal map and the second normal map, and serves as the key control element for the subsequent refraction and dispersion effects.
[0078] In an optional embodiment, the distortion control layer can be generated by performing mathematical operations on the first and second normal maps, including but not limited to channel superposition, blending, or interpolation. For example, the RGBA channels of the two normal maps can be weighted superimposed, and the red and green channels can be extracted as the direction vector for the distortion control. This method can combine the normal information from both perspectives to obtain more accurate refraction direction guidance.
[0079] In an optional embodiment, the distortion control layer can undergo additional mathematical processing to optimize the distortion effect, such as adjusting the strength and range of the distortion through curve adjustment, gradient mapping, or numerical scaling. For example, a Grade or Curve node can be used to perform nonlinear mapping on the extracted channel data to control the distribution of distortion strength across different regions of the model, potentially resulting in stronger distortion at the edges and less distortion in the center.
[0080] In an optional implementation, the distortion control layer can be customized based on the physical properties of the translucent material, such as setting different distortion parameters for materials with different refractive indices. For example, to simulate a high-refractive-index material (such as diamond or crystal), the overall intensity value of the distortion control layer can be increased; while for a low-refractive-index material (such as ordinary glass), the intensity value can be appropriately reduced. This physically-based parameter adjustment can make the final effect more consistent with real-world optical performance.
[0081] In a specific application, a post-production compositor can use the merge or layer node in the image processing software to superimpose the first and second normal maps according to a specific blending mode (such as over, plus, or average). Then, a shuffle or extract node can be used to extract the red and green channel information from the superimposed result, combining them into a new RGB image, where the red and green channels contain the distortion direction information, and the blue channel can remain zero or be used to store additional control data. Subsequently, the intensity range of this new layer can be adjusted through the grade node to adapt it to the parameter range of the subsequent distortion processing, ultimately resulting in a distortion control layer that can accurately control the degree and direction of deformation of the background environment material.
[0082] In step S5, the color channels of the background environment material are differentially processed according to the distortion control layer to obtain a translucent material image with refraction and dispersion effects.
[0083] Among them, differentiation processing refers to applying different degrees of distortion to the red, green, and blue color channels of the background environment material, simulating the refraction and dispersion phenomena that occur when light passes through translucent materials, and producing a visual color separation effect.
[0084] In an alternative embodiment, differentiation can be achieved using an image warping algorithm that applies non-uniform distortion to each color channel of the background environment asset based on the direction and intensity information provided by the distortion control layer. For example, an IDistort node or similar processing unit can be used to separate the red, green, and blue channels of the background asset. These channels can then be connected to three separate distortion processors, each using the same distortion control layer as a distortion guide but applying different distortion intensity coefficients.
[0085] In an optional embodiment, the distortion strength of each color channel during differentiation can be set based on the principles of physical optics to simulate the differences in refractive index of light of different wavelengths. For example, a large positive distortion value (e.g., +10) can be set for the red channel, a medium or zero distortion value (e.g., 0) for the green channel, and a large negative distortion value (e.g., -10) for the blue channel. This setting reflects the physical phenomenon that the refractive index of light gradually increases from long to short wavelengths, resulting in a more realistic dispersion effect.
[0086] Among them, the translucent material image refers to an image generated by processing the background environment material, which includes optical effects such as refraction and dispersion. The image can simulate the visual effect produced when light passes through a translucent object.
[0087] In an optional embodiment, a translucent material image can include multiple layers of optical effects to enhance realism. For example, in addition to basic refraction and dispersion effects, an internal scattering effect layer can be added. This effect layer analyzes the thickness distribution of the translucent object and adds a soft light diffusion effect in thicker areas, simulating the phenomenon of multiple scattering of light within the translucent material. A surface reflection effect layer is also added to simulate the specular reflection and Fresnel effect of light on the translucent material surface. The combined effect layers result in a generated translucent material image with greater physical accuracy and visual realism.
[0088] like Figure 5 As shown in the figure, in a specific application of this embodiment, the artist is creating a translucent material effect for a translucent asset model "Little Dragon". He first uses a standard camera and an inverse depth of field camera to render two sets of normal maps for "Little Dragon". Then, he superimposes these two sets of normal maps and extracts the red and green channel data as the distortion control layer. Then, he Figure 3 The actual scene shown was channel-separated, with the red, green, and blue channels connected to three IDistort nodes, each with a different distortion strength value (red +10, green 0, blue -10). After processing, the three channels were merged to produce an image of a "little dragon" with realistic refraction and dispersion effects. The edges of the sculpture exhibit a rainbow-like dispersion phenomenon, while the interior area perfectly distorts the cityscape behind it, allowing viewers to intuitively experience the transparency and refractive properties of the crystal material.
[0089] In a method for producing a translucent material effect provided in an embodiment of the present application, the step of generating second camera parameters according to first camera parameters includes:
[0090] Step S21, copying the first camera parameters to obtain second camera parameters;
[0091] Step S22: exchanging the near view plane parameters and the far view plane parameters in the second camera parameters.
[0092] The method provided in this embodiment achieves two camera parameters with opposite depth of field settings through a simple parameter copying and swapping operation, providing the foundation for subsequent simultaneous rendering and obtaining normal maps from different perspectives. This method not only ensures that basic parameters such as the position and angle of the two cameras remain consistent, but also, by setting the depth of field parameters in opposite directions, better captures the refractive properties of translucent materials, improving the quality and realism of rendered images while optimizing the efficiency of producing translucent material effects.
[0093] The above scheme is described in detail below.
[0094] In step S21, the first camera parameters are copied to obtain second camera parameters.
[0095] In an optional implementation, duplicating camera parameters means creating an exact copy of the original camera's settings, preserving all property values. For example, in Nuke, you can create a second, identical camera by duplicating the original Camera node and all its parameter data, providing a foundation for subsequent parameter modifications.
[0096] In one specific application, a 3D artist imports a camera file into compositing software. This camera is used to render the main perspective of the scene. Its parameters include position coordinates (0,0,10), rotation angle (0,0,0), field of view angle of 45 degrees, near plane value of 0.1, and far plane value of 100. The system completely copies these parameter values through programmatic operations, generating a second camera parameter set that is exactly the same as the original camera parameters, preparing the conditions for subsequent parameter adjustments.
[0097] In step S22, the near plane parameters and the far plane parameters in the second camera parameters are exchanged.
[0098] Among them, the near plane parameter and the far plane parameter are two key parameters that define the depth of field range of the camera, and determine the front and back boundaries of the camera's visible space.
[0099] In an alternative embodiment, swapping the near and far plane parameters involves assigning the original near plane value to the far plane, and vice versa, swapping the values of the two. For example, if the original camera has a near plane value of 0.1 and a far plane value of 100, the swapped camera will have a near plane value of 100 and a far plane value of 0.1.
[0100] In one specific application, after copying the second camera's parameters, the system detected that the original camera's near plane had a value of 0.1 and a far plane had a value of 100. It then swapped the parameters, setting the second camera's near plane to 100 and the far plane to 0.1. This reversal of depth-of-field parameters allowed the two cameras to capture the same translucent model from different "depth perception" angles, resulting in complementary normal information in subsequent rendering, providing the necessary data foundation for creating realistic refraction and dispersion effects.
[0101] In a method for producing a translucent material effect provided in an embodiment of the present application, the step of generating a distortion control layer according to the first normal map and the second normal map includes:
[0102] Step S41, performing image superposition processing on the first normal map and the second normal map;
[0103] Step S42: extracting designated color channel information from the result of the superposition process as the distortion control layer.
[0104] The method provided in this embodiment overlays the normal maps generated by dual-camera rendering and extracts specific channels to generate a distortion control layer that accurately reflects the material's refractive properties, laying the foundation for achieving realistic refraction and dispersion effects. This processing approach not only simplifies the production process for translucent material effects, but also ensures the physical accuracy of the refraction distortion effects, improving image quality and enhancing visual expression.
[0105] The above scheme is described in detail below.
[0106] In step S41, image superposition processing is performed on the first normal map and the second normal map.
[0107] A normal map is a texture that stores information about the direction of a surface's normals. It's commonly used in computer graphics to simulate surface detail and lighting effects. The first and second normal maps are generated by rendering a semi-transparent asset model using different camera parameters. They contain information about the model's surface normals as viewed from different perspectives.
[0108] In an alternative embodiment, the image overlay process can be performed using RGBA channel overlay, combining the color and transparency channels of the two normal maps according to a specific ratio or rule. For example, a weighted average or multiplication operation can be performed on the RGB channels of the first and second normal maps to generate a new map that contains information from both.
[0109] In step S42, the designated color channel information is extracted from the result of the superposition process as the distortion control layer.
[0110] Color channels refer to the separate color components of an image, such as RGB (red, green, blue) or RGBA (red, green, blue, and transparency). Designated color channels are selected based on specific needs and can be a single channel or a combination of multiple channels. Distortion control layers are grayscale images used to control the degree of distortion of background footage, with pixel values typically representing the intensity and direction of the distortion.
[0111] In an alternative embodiment, the designated color channels can be the red (R) and green (G) channels of the superimposed normal map, which typically contain horizontal and vertical normal information. For example, a ShuffleCopy node or similar tool can be used to extract the red and green channels of the superimposed image, creating a new two-channel image to serve as the distortion control layer.
[0112] In an optional embodiment, additional image processing operations, such as color correction, contrast adjustment, or blurring, can be applied to the superimposed normal map before extracting the color channels to optimize the extraction results. For example, before extracting the red and green channels, the contrast and brightness of the normal map can be adjusted using a Grade node to make the distortion more or less pronounced.
[0113] In a method for producing a translucent material effect provided in an embodiment of the present application, the step of performing differential processing on the color channels of the background environment material according to the distortion control layer includes:
[0114] Step S51, separating the background environment material into a red channel, a green channel and a blue channel;
[0115] Step S52, applying different degrees of image distortion processing to the three separated channels according to the distortion control layer;
[0116] Step S53: Merge the processed three channels to obtain an image with a dispersion effect.
[0117] The method provided in this embodiment separates and independently processes the three color channels, accurately simulating the differences in refraction of light of different wavelengths passing through translucent materials. This achieves a more realistic dispersion effect, enhancing the physical accuracy and visual appeal of the image. Furthermore, differentially processing the three channels reduces computational complexity and improves rendering efficiency, enabling the technology to be applied to real-time rendering scenarios.
[0118] The above scheme is described in detail below.
[0119] In step S51, the background environment material is separated into a red channel, a green channel and a blue channel.
[0120] Among them, color channel separation is to extract the three basic color components of red (R), green (G), and blue (B) in the image respectively to form three independent image layers.
[0121] In an optional embodiment, color channel separation involves decomposing image data in the RGB color space into three independent single-channel image data. For example, in compositing software, a dedicated channel extraction node can be used to perform a channel separation operation on the input background environment material, resulting in three grayscale images representing the intensity distribution of red, green, and blue, respectively.
[0122] In step S52, different degrees of image distortion processing are applied to the three separated channels according to the distortion control layer.
[0123] Image distortion processing refers to a technique that changes the position of image pixels according to a certain distortion mapping relationship to produce a deformation effect on the image.
[0124] In an alternative embodiment, the image warping process determines the direction and magnitude of pixel displacement within each channel by referencing the pixel values of the warp control layer. For example, the red and green channel values within the warp control layer can serve as horizontal and vertical displacement vectors, respectively, guiding the offset of corresponding pixels in the background footage, thereby achieving a precise warping effect.
[0125] In an optional embodiment, varying degrees of image distortion processing involves setting different distortion strength parameters for the red, green, and blue channels. For example, a higher distortion strength value can be set for the red channel, a medium value for the green channel, and a lower value for the blue channel. This creates an effect where the colors of the image are misaligned at the edges, simulating the dispersion of light.
[0126] In an optional embodiment, image warping can also include control over the warp direction to achieve more complex optical effects. For example, by setting up vector field warping, the warp directions of the three channels can be dynamically adjusted based on the morphological characteristics of a translucent object, thereby simulating the complex refraction of light on irregular surfaces and enhancing the realism of the material.
[0127] In step S53, the three processed channels are merged to obtain an image with a dispersion effect.
[0128] Among them, channel merging refers to the process of recombining the independently processed red, green, and blue color channels to form a complete RGB image.
[0129] In an alternative embodiment, channel merging involves recombining three individually processed grayscale images into a color image using the RGB color model. For example, in image processing software, a channel merging node or function can be used to specify the three processed channels as the red, green, and blue components of the output image, respectively, thereby forming a complete image that includes a dispersion effect.
[0130] In an optional embodiment, the channel merging process can also adjust the weights of individual channels to enhance or deemphasize the contribution of specific colors. For example, a higher brightness value can be assigned to the red channel, or the relative intensities between channels can be adjusted to simulate the specific dispersion characteristics of different types of translucent materials (such as gemstones, glass, and crystal), making the final effect more physically accurate.
[0131] In a method for producing a translucent material effect provided in an embodiment of the present application, the step of applying different degrees of image distortion processing to the three separated channels includes:
[0132] Step S511, setting different distortion scale values for the red channel, green channel, and blue channel respectively;
[0133] In step S512 , the distortion scale value decreases or increases from the red channel to the blue channel to simulate the physical phenomenon of light dispersion.
[0134] The method provided in this embodiment accurately simulates the physical phenomenon of dispersion produced by light passing through media of varying densities in nature by setting different distortion scale values for different color channels and ensuring these scale values exhibit a regular, progressive change. This method not only improves the physical accuracy of translucent material effects but also enhances the realism of visual presentation, allowing the generated translucent material images to exhibit refraction and dispersion effects consistent with real-world physical laws. This significantly enhances the rendering quality and visual expressiveness of translucent materials in computer graphics, providing more realistic visual effects for digital content creation.
[0135] The above scheme is described in detail below.
[0136] In step S511 , different distortion scale values are set for the red channel, the green channel, and the blue channel respectively.
[0137] The distortion scale value is a numerical parameter used to control the degree of distortion of each color channel image, and is used to quantitatively describe the intensity or amplitude of the distortion deformation of the corresponding color channel.
[0138] In an optional embodiment, the warp scale value can be a numerical parameter used to quantitatively control the intensity of the image warping process. For example, the warp scale value can be a floating point number, such as 10.0 for the red channel, 7.5 for the green channel, and 5.0 for the blue channel, indicating that different degrees of image warping are applied to each channel.
[0139] In an alternative embodiment, the distortion scale value can be implemented using the uvscale parameter of the IDistort node, which controls the magnitude of the pixel displacement. For example, in compositing software, you can create three independent IDistort nodes, each connected to the red, green, and blue color channels. Then, set a different value for the uvscale parameter of each IDistort node, such as setting the uvscale of the red channel to 10, the green channel to 0, and the blue channel to -10.
[0140] In an alternative embodiment, the warp scale value can be set using a deformation matrix or displacement vector in the image processing algorithm. For example, a two-dimensional vector field can be defined for each color channel, describing the direction and distance each pixel should be moved. The strength of the vector field is the warp scale value. The warp matrix for the red channel can be set to be 20% stronger than that for the green channel, while the warp matrix for the blue channel can be set to be 20% weaker, thereby achieving differentiated warping of the three channels.
[0141] In step S512 , the distortion scale value decreases or increases from the red channel to the blue channel to simulate the physical phenomenon of light dispersion.
[0142] Among them, the decreasing or increasing trend is the orderly change of the distortion scale value between the red, green and blue channels in a specific direction, which is used to simulate the dispersion phenomenon caused by the different refractive indices of light of different wavelengths in a transparent medium.
[0143] In an optional embodiment, a decreasing trend refers to a pattern in which the distortion scale value gradually decreases from the red channel to the blue channel. For example, the distortion scale value for the red channel can be set to a positive value of +15, the green channel to +5, and the blue channel to -5, forming a decreasing sequence from large to small. This setting simulates the physical phenomenon that short-wavelength light (blue light) is more easily refracted than long-wavelength light (red light).
[0144] In an optional embodiment, the progression of the distortion scale value can be adjusted based on the physical properties of different translucent materials. For example, for high-refractive-index materials (such as diamonds and crystals), the difference in distortion scale values between the RGB channels can be increased, with the red channel set to +20 and the blue channel set to -20. For low-refractive-index materials (such as ordinary glass), this difference can be reduced, with the red channel set to +5 and the blue channel set to -5, thereby more accurately simulating the optical characteristics of different materials.
[0145] In a method for producing a translucent material effect provided in an embodiment of the present application, the following steps are also included:
[0146] Step S1011, rendering the semi-transparent asset model based on the first camera parameters and the second camera parameters respectively to obtain a first depth map and a second depth map;
[0147] Step S1012: performing cross calculation on the first depth map and the second depth map to extract the middle area of the model;
[0148] Step S1013, obtaining the color and brightness of the background environment material;
[0149] Step S1014, assigning the color and brightness to the middle area of the model to generate a scattering effect layer;
[0150] Step S1015 : combining the scattering effect layer with the translucent material image with the refraction and dispersion effects to obtain a translucent material image with the scattering effect.
[0151] The method provided in this embodiment enables the accurate simulation of light scattering inside translucent objects during the production of translucent material effects. The internal area of the object is accurately extracted through the dual-depth map cross-calculation technology, and the environmental color information is integrated into the translucent object to achieve a more realistic scattering effect, thereby improving the physical accuracy and visual quality of the final rendered image, while ensuring generation efficiency and meeting the needs of high-quality visual content production.
[0152] The above scheme is described in detail below.
[0153] In step S1011 , the semi-transparent asset model is rendered based on the first camera parameters and the second camera parameters to obtain a first depth map and a second depth map.
[0154] The depth map is a grayscale image that describes the distance from each point in the 3D scene to the camera. Larger values indicate farther away from the camera, while smaller values indicate closer. The first and second depth maps are depth information records obtained by rendering the same semi-transparent asset model from two different camera perspectives.
[0155] In step S1012, a cross calculation is performed on the first depth map and the second depth map to extract the middle area of the model.
[0156] In an optional embodiment, the cross calculation can include a method that combines brightness inversion and mathematical operations to accurately extract the center of the model by adjusting the black and white points of the depth map and applying multiplication or other mathematical operations. For example, the brightness of the first depth map can be inverted to make distant objects closer and nearby objects farther away, and then multiplied with the second depth map. The result will mainly produce valid values in the intersection area of the two depth maps (i.e., the center of the model).
[0157] In an alternative embodiment, the process of extracting the center region of the model can be refined by first analyzing the pixel value distribution ranges of the two depth maps, then setting brightness adjustment parameters based on these ranges, and finally combining the two adjusted depth maps through mathematical operations to generate a mask image that accurately represents the center region of the model. For example, a curve tool can be used to analyze the maximum and minimum values of the depth maps, and then use these values to set the black and white point parameters of the Grade node to ensure that the adjusted depth map accurately identifies the target area.
[0158] In step S1013, the color and brightness of the background environment material are obtained.
[0159] The background environment material refers to the background image or video of the scene in which the semi-transparent asset model resides. Color refers to the color information of each pixel in the background environment material, usually expressed in RGB or other color spaces. Brightness refers to the brightness of each pixel in the background environment material, which can be calculated by the pixel's grayscale value or a specific brightness calculation formula.
[0160] In an alternative embodiment, the color and brightness of the background environment material can be obtained by sampling and statistically processing the background material using an image analysis tool. For example, a curve analysis tool can be used to calculate the average RGB value and brightness mean of the entire background image or a specific region. These statistical data can represent the overall color and brightness characteristics of the background and be used to subsequently generate the scattering effect.
[0161] In an alternative embodiment, color and brightness can be acquired regionally, performing a local analysis of the background portion of the semi-transparent model's projection area, rather than a global analysis of the entire background. For example, a model projection mask can be created, and then color and brightness analysis can be performed only on the background area covered by the mask. This way, the values obtained more accurately reflect the background color and brightness that light actually encounters when passing through the semi-transparent object.
[0162] In an optional embodiment, color and brightness acquisition can also take time into account. For dynamic background environment footage (such as video), frame sequence analysis can be performed to extract color and brightness information that changes over time. For example, for background videos containing moving light sources, time window analysis techniques can be used to track and extract color and brightness data for each frame, generating a time series of color and brightness, ensuring that the scattering effect is dynamically updated as the background changes.
[0163] In step S1014, the color and brightness are assigned to the middle area of the model to generate a scattering effect layer.
[0164] In an alternative embodiment, assigning color and brightness to the center of the model can be achieved through image compositing. This involves creating a solid color layer filled with the average background color, then using the extracted center of the model as a mask to control the visible area of this solid color layer. For example, a Constant node can be used to create a solid color layer whose color value is set to the average RGB value of the background. A Multiply node can then be used to multiply this solid color layer with the mask of the center of the model, resulting in a diffuse effect layer that displays the background color only within the interior of the model.
[0165] In an optional implementation, a gradient control can be added to the assignment process, causing the scattering effect to gradually fade from the center of the model to the edges. For example, a radial gradient layer can be created with white in the center and black at the edges. This can be combined with a mask for the center area of the model and a background color layer to produce a scattering effect that gradually fades from the center outward, which is more consistent with the energy distribution of light scattering in real physics.
[0166] In step S1015 , the scattering effect layer is combined with the translucent material image with the refraction and dispersion effects to obtain a translucent material image with the scattering effect.
[0167] Combining refers to the process of combining multiple image layers into a complete image using specific blending modes and transparency settings. A translucent material image with scattering effects is a complete translucent material rendering that adds internal scattering to the original refraction and dispersion effects.
[0168] In an optional implementation, masking can be incorporated into the combination process to restrict the scattering effect to specific areas of a semi-transparent model. For example, an alpha mask can be used to ensure that the scattering effect does not extend beyond the model's boundaries. This can then be combined with a thickness gradient map to control the variation in scattering intensity across different thickness regions. This allows for a more refined scattering distribution, such as stronger scattering in thicker parts of the model and weaker scattering in thinner areas.
[0169] In an optional implementation, dynamic parameter controls can be incorporated into the composition process, allowing artists to adjust the intensity, color bias, and blend ratio of the scattering effect in real time based on their visual needs. For example, a floating-point slider control can be added to adjust the overall intensity of the scattering effect, a color wheel control can be added to fine-tune the scattering color, and a blending mode selector can be added to switch between different combinations. This allows artists to achieve a high degree of creative freedom while maintaining a consistent workflow.
[0170] In a specific application of this embodiment, the production staff needs to create a realistic translucent material effect for a translucent asset model "little dragon". First, they use two cameras with opposite settings to render the "little dragon" and obtain two sets of depth maps. By performing brightness inversion and multiplication operations on these two sets of depth maps, the internal area of the "little dragon" is extracted, as shown in Figure 6(a). At the same time, the color and brightness of the scene background image are analyzed to obtain the RGB average value (0.7, 0.8, 0.95) and the brightness value 0.8, as shown in Figure 6(b) The color extraction diagram of the scene background image. These color and brightness values are assigned to the internal area of the "little dragon" to generate a scattering effect layer with a blue tone, as shown in Figure 6(c). This scattering effect layer is combined with the previously generated refraction and dispersion effect layer through the Screen blending mode, and finally a realistic "little dragon" effect with both precise edge refraction and dispersion and internal soft scattering is obtained, as shown in Figure 6(c). Figure 7 The final rendered "little dragon" exhibits an optical effect that gradually changes from the edge to the inside, greatly enhancing the visual realism.
[0171] In a method for producing a translucent material effect provided in an embodiment of the present application, the step of cross-calculating the first depth map and the second depth map includes:
[0172] Step S101101: analyzing pixel value ranges of the first depth map and the second depth map;
[0173] Step S101102, applying a first brightness adjustment to the first depth map, setting the black point to the maximum pixel value and the white point to the minimum pixel value;
[0174] Step S101103, applying a second brightness adjustment to the second depth map, setting the white point thereof to the maximum pixel value and the black point thereof to the minimum pixel value;
[0175] Step S101104: multiply the two adjusted depth maps to extract the middle area of the model.
[0176] The method provided in this embodiment enables precise extraction of the central region of a semi-transparent asset model, providing an accurate spatial basis for the subsequent generation of scattering effects. This cross-calculation method leverages depth information from two different perspectives to verify each other, effectively resolving the technical issue of traditional single depth maps being unable to accurately distinguish the internal structure of a model. This improves the quality and realism of the final rendered image, while also enhancing processing efficiency and reducing the waste of computing resources caused by repeated parameter adjustments.
[0177] The above scheme is described in detail below.
[0178] In step S101101 , pixel value ranges of the first depth map and the second depth map are analyzed.
[0179] The first depth map and the second depth map refer to depth information images obtained by rendering the semi-transparent asset model based on the first camera parameters and the second camera parameters respectively, and the pixel value range refers to the numerical distribution interval of all pixels in these depth maps from the minimum value to the maximum value.
[0180] In an alternative embodiment, analyzing the pixel value range can be performed by scanning all pixel values in the depth map using a statistical algorithm to determine the maximum and minimum values. For example, a histogram tool in image processing software can be used to analyze the depth map, obtain the distribution of pixel values, and identify the maximum and minimum values. These values typically represent the depth information of the closest and farthest points of the model from the camera's perspective.
[0181] In an optional embodiment, pixel value range analysis can be performed using an automated script or node system to calculate the statistical characteristics of the depth map in real time, including maximum, minimum, average, and median values. For example, in compositing software, a curve analysis tool can be used to automatically analyze the depth map and obtain accurate pixel value range parameters, which will serve as the basis for subsequent brightness adjustment steps.
[0182] In step S101102, a first brightness adjustment is applied to the first depth map, and the black point is set to the maximum pixel value and the white point is set to the minimum pixel value.
[0183] Among them, the first brightness adjustment refers to the processing operation of adjusting the light and dark contrast by changing the tone mapping relationship of the depth map; the black point refers to the threshold that will be mapped to pure black (value 0) in the brightness adjustment; the white point refers to the threshold that will be mapped to pure white (value 1 or maximum value) in the brightness adjustment.
[0184] In an optional embodiment, the first brightness adjustment can be implemented using the Levels tool or Curves tool in image processing software. By setting the input blackpoint parameter to the maximum pixel value of the depth map and the whitepoint parameter to the minimum pixel value, the depth map brightness is reversed. For example, if the pixel value range of the first depth map is [0.2, 0.8], then setting the input blackpoint to 0.8 and the whitepoint to 0.2 will cause the originally bright parts (far away) in the depth map to become darker, and the dark parts (near) to become brighter.
[0185] In an optional embodiment, the first brightness adjustment can be implemented by a linear mapping function, converting the original depth value D according to the formula D'=(Dmax-D) / (Dmax-Dmin), where Dmax and Dmin are the maximum and minimum values of the depth map, respectively. For example, for a point with a pixel value of 0.5, if the depth map range is [0.2, 0.8], the adjusted value is (0.8-0.5) / (0.8-0.2)=0.5, achieving a linear inversion of the depth information.
[0186] In an optional embodiment, the first brightness adjustment can also introduce gamma correction to make the brightness changes more consistent with human eye perception, especially when the depth map has a large dynamic range. For example, after the linear mapping, a power function with a gamma value of 2.2 can be applied to soften the midtones, thereby producing a smoother transition effect in the subsequent multiplication operation.
[0187] In a specific application, the compositor processes the first depth map through the grade node in the compositing software, sets the black point parameter to the maximum value of 0.85 obtained from the analysis in step S101101, sets the white point parameter to the minimum value of 0.15, and keeps the gamma value at 1.0, thereby obtaining a depth map with inverted brightness. In this processed depth map, the near surface of the model becomes brighter and the far surface becomes darker.
[0188] In step S101103, a second brightness adjustment is applied to the second depth map, and the white point thereof is set to the maximum pixel value, and the black point is set to the minimum pixel value.
[0189] Among them, the second brightness adjustment refers to an image processing operation with the same purpose as the first brightness adjustment but with opposite parameter settings. It also modifies the brightness distribution of the depth map; setting the white point to the maximum value means mapping the farthest area in the depth map (originally with the largest pixel value) to pure white; setting the black point to the minimum value means mapping the nearest area in the depth map (originally with the smallest pixel value) to pure black.
[0190] In an optional embodiment, the second brightness adjustment can be performed using the Levels or Curves tools in image processing software. However, unlike the first brightness adjustment, the input white point parameter is set to the maximum pixel value of the depth map, and the black point parameter is set to the minimum pixel value, thereby enhancing the original light and dark relationship of the depth map. For example, if the pixel value range of the second depth map is [0.3, 0.9], then setting the input white point to 0.9 and the black point to 0.3 will further enhance the contrast of the depth map based on the original light and dark relationship.
[0191] In an optional embodiment, the second brightness adjustment can be implemented by a linear mapping function, converting the original depth value D according to the formula D'=(D-Dmin) / (Dmax-Dmin), where Dmax and Dmin are the maximum and minimum values of the depth map, respectively. For example, for a point with a pixel value of 0.6, if the depth map range is [0.3, 0.9], the adjusted value is (0.6-0.3) / (0.9-0.3)=0.5, achieving linear stretching of the depth information.
[0192] In an optional embodiment, the second brightness adjustment may also include contrast enhancement processing to make the mid-range region of the depth map clearer. For example, after performing the linear mapping, an S-curve adjustment may be applied to enhance the contrast of the midtones and reduce detail in the bright and dark areas. This helps to more accurately extract the middle portion of the model in the subsequent multiplication operation.
[0193] In step S101104, the two adjusted depth maps are multiplied to extract the middle area of the model.
[0194] Among them, the multiplication operation refers to an image processing operation that multiplies the values of corresponding pixel points of two images to obtain a new pixel value; extracting the middle area of the model refers to obtaining the effective boundary and shape of the internal area of the semi-transparent asset model through operation.
[0195] In an optional embodiment, the multiplication operation can be implemented programmatically at the pixel level. For each pixel location, I(x,y) = I1(x,y) × I2(x,y) is calculated, where I1 and I2 are the two adjusted depth maps, and I is the resulting image. For example, for a given pixel, if the adjusted value of the first depth map is 0.8 and the adjusted value of the second depth map is 0.7, the multiplied value is 0.56, preserving a certain brightness. However, if one of the values is very low, such as 0.1, the multiplied result will be very small (0.07), visually close to black.
[0196] In an optional embodiment, thresholding or curve adjustment can be further applied after the multiplication operation to enhance the clarity of the extracted results. For example, a threshold of 0.2 can be set, and pixels below this value are forcibly set to 0 to eliminate noise and weak signal areas. Areas above this value can be retained or normalized to make the boundaries of the central area clearer.
[0197] In one specific application, compositors used the Merge node in the compositing software to combine two depth maps with brightness adjustments in "Multiply" mode. Because the model's near surface is brighter and its far surface is darker in the first depth map, while the far surface is brighter and its near surface is darker in the second depth map, only the center of the model retains sufficient brightness after multiplication, forming a clear outline. This accurately represents the center area of the semi-transparent asset model and provides a precise mask for the subsequent scattering effect.
[0198] In a method for producing a translucent material effect provided in an embodiment of the present application, the following steps are also included:
[0199] Step S101001, adding a gradient mapping control to the scattering effect layer so that the scattering intensity gradually decays from the center of the object outwards;
[0200] Step S101002: Add a noise map to the scattering effect layer to simulate the internal unevenness of the material.
[0201] The method provided in this embodiment makes the scattering effect of translucent materials more realistic than physical phenomena. By controlling gradient mapping and applying noise maps, the physical scattering of light in translucent materials is effectively simulated, improving the realism and accuracy of the image. Furthermore, by parameterizing the attenuation and unevenness of the scattering effect, the richness of material detail is enhanced, making the generated translucent effect more natural and realistic, greatly improving the quality and visual expression of the final rendered image.
[0202] The above scheme is described in detail below.
[0203] In step S101001, a gradient mapping control is added to the scattering effect layer so that the scattering intensity gradually decays from the center of the object to the outside.
[0204] Among them, gradient mapping control is a technical means used to control images or effects to have different intensity changes in different areas. By establishing a gradient change from the center to the edge, the scattering intensity distribution law is adjusted.
[0205] In an alternative embodiment, a gradient map control is implemented by creating a gradient function in compositing software. This tool maps one parameter value to another parameter value based on spatial position. For example, in Nuke, a Gradient Map controller can be created using a Grade node in conjunction with an Expression node to create a gradient map controller that decreases from the center outward, thus achieving a natural decay in the scattering effect.
[0206] In an optional embodiment, gradient mapping can be controlled using various mapping modes, including linear, radial, or custom gradient mapping. For example, a Radial node can be added to a compositing software to generate a radial gradient layer originating at the center of the object. This gradient layer can then be multiplied with a diffuse effect layer using a Multiply node to achieve a natural attenuation effect from the center outward.
[0207] In an optional embodiment, gradient mapping control can simulate the scattering characteristics of different materials through parameter adjustment. For example, for glass, a steep gradient curve can be set to quickly decay the scattering effect; while for wax, a flatter gradient curve can be set to maintain a high intensity scattering effect over a larger range, thereby accurately simulating the physical properties of different translucent materials.
[0208] In step S101002, a noise map is added to the scattering effect layer to simulate the internal unevenness of the material.
[0209] Among them, the noise map is a texture image used to simulate the irregularities of the material's internal microstructure. It enhances the realism and complexity of the material by adding random changes to the uniform scattering effect.
[0210] In an optional embodiment, noise maps can be selected from different types based on different material characteristics, including fractal noise, Perlin noise, cellular noise, and more. For example, when simulating crystal, a low-frequency, high-contrast lattice noise map can be used; when simulating frosted glass, a high-frequency, low-contrast Perlin noise map can be used to accurately represent the internal microstructure characteristics of different materials.
[0211] In a method for producing a translucent material effect provided in an embodiment of the present application, the following steps are also included:
[0212] Step S1001, creating a sphere surrounding an environment in a virtual three-dimensional space;
[0213] Step S1002, mapping the background environment material to the surface of the sphere;
[0214] Step S1003, adding reflective material attributes to the translucent asset model;
[0215] Step S1004: Rendering the interaction between the semi-transparent asset model and the sphere based on the first camera parameters to obtain a reflection effect layer;
[0216] Step S1005 : combining the reflection effect layer with the semi-transparent material image including the scattering effect to obtain a final semi-transparent material image.
[0217] The method provided in this embodiment enables the addition of environmental reflection effects when creating translucent material effects, resulting in a more realistic material representation. Because translucent materials in the real world (such as glass and crystal) not only have refractive and scattering properties but also reflect the surrounding environment, creating an environmental reflection system and combining it with previously generated refraction and scattering effects can significantly improve the material's realism and physical accuracy, making the final rendering more consistent with the audience's visual expectations and the true representation of the physical world.
[0218] The above scheme is described in detail below.
[0219] In step S1001 , a sphere surrounding an environment is created in a virtual three-dimensional space.
[0220] Among them, the virtual three-dimensional space is a digital space used to simulate three-dimensional objects and environments in computer graphics, and the sphere surrounding the environment is a three-dimensional spherical geometric body that is large enough to simulate environmental mapping.
[0221] In an optional embodiment, a virtual 3D space refers to a digital environment with an XYZ 3D coordinate system created in 3D compositing software (such as Nuke, Houdini, Maya, etc.). For example, in Nuke's 3D system, a 3D workspace with well-defined dimensions and positions can be created for placing various 3D objects and cameras.
[0222] In an alternative embodiment, the sphere enclosing the environment is a hollow, spherical geometry with a sufficiently large radius, typically centered at the scene origin or the center of a major object. For example, in Nuke, a Card3D or Sphere node can be used to create a sphere with a radius of 1000 units, ensuring that it completely encloses all elements in the scene.
[0223] In an optional embodiment, the geometric properties of the sphere enclosing the environment include its radius, level of tessellation, and surface normal direction. For example, to achieve high-quality environmental reflections, the sphere can be configured with its inner surface facing the center of the scene (with its normal inverted), and with sufficient polygonal tessellation (e.g., 64-128 segments in both longitude and latitude) to ensure smooth transitions in the environment mapping.
[0224] In step S1002, the background environment material is mapped to the surface of the sphere.
[0225] Among them, background environment materials refer to image or video resources used to simulate the surrounding environment, and mapping the background environment materials to the surface of the sphere refers to the process of projecting a flat image or video onto the surface of the sphere through texture mapping technology.
[0226] In an optional embodiment, the background environment material can be a panoramic photo, HDRI (High Dynamic Range Image), an equirectangular projection image, or an ordinary photo / video. For example, a photo of the environment taken with a 360-degree panoramic camera, or an image of the environment with rich lighting information captured using HDRI capture technology can be used as the background material.
[0227] In an optional embodiment, parameters that need to be considered during the mapping process include the image rotation angle, mapping range, and mapping accuracy. For example, the direction of the ambient light source can be changed by adjusting the horizontal rotation angle of the background material (e.g., 0-360 degrees) to obtain the best reflection effect.
[0228] In step S1003, reflective material attributes are added to the semi-transparent asset model.
[0229] In an optional embodiment, the reflective material properties include parameters such as reflectivity, reflection color, reflection blur, and reflection map. For example, the reflectivity of a glass material can be set to 0.25-0.35, indicating that approximately 25%-35% of light will be reflected, while the remaining light will pass through or be absorbed.
[0230] In an optional embodiment, the setting of reflective material properties needs to consider a balance between physical accuracy and artistic effect. For example, according to the Fresnel effect, the reflection intensity of a real material increases as the angle between the viewing angle and the surface normal increases. Therefore, a curve parameter can be set to show how the reflection intensity changes with the surface angle.
[0231] In an alternative embodiment, reflective material properties can be set via a material editor or shader network. For example, in Nuke, the reflective properties can be set via a PhongMaterial node, including parameters such as specular, shininess, and reflection, to control the reflective properties of the model surface.
[0232] In a specific application, technicians set the reflective material properties for the imported translucent glass model. By adjusting the parameters in the PhongMaterial node, the reflectivity was set to 0.3 (30% reflection), the reflection color was set to pure white (RGB value 1,1,1), the reflection blur was set to 0.05 (slight blur), and the Fresnel effect option was enabled. The Fresnel deviation value was set to 3.5, making the reflection intensity of the edge area of the model higher than that of the center area, simulating the physical properties of real glass. These parameter settings ensure that the model can properly reflect the background material on the environment sphere while maintaining its translucent properties.
[0233] In step S1004, the interaction between the semi-transparent asset model and the sphere is rendered based on the first camera parameters to obtain a reflection effect layer.
[0234] Among them, the first camera parameters refer to a set of parameters that define the camera position, direction, and lens properties, rendering refers to the process of calculating digital images using computer algorithms, and the reflection effect layer refers to an independent image layer that only contains reflection information.
[0235] In an optional embodiment, the first camera parameters include, but are not limited to, position coordinates, target point, focal length, field of view, near plane, far plane, etc. For example, the camera can be set at a specific position in the scene (e.g., X=0, Y=0, Z=500), pointing to the center of the scene (X=0, Y=0, Z=0), using a 35mm equivalent focal length and a 90-degree field of view.
[0236] In step S1005 , the reflection effect layer is combined with the semi-transparent material image including the scattering effect to obtain a final semi-transparent material image.
[0237] The translucent material image containing a scattering effect refers to an image containing refraction, dispersion, and scattering effects that has been processed in the previous step, and combination refers to the process of merging multiple layers into a single image through a synthesis operation.
[0238] In an optional embodiment, the combination method can use different layer blending modes, such as normal mode, overlay mode, soft light mode, etc. For example, the "normal" blending mode can be used with different transparency values to control the intensity of the reflection effect, or the "overlay" mode can be used to make the reflection effect blend more naturally with the original material.
[0239] In an optional implementation, the compositing process may require color correction and matching to ensure the reflections blend with the overall color palette. For example, you could apply a Color Correction node to the reflection layer to adjust its brightness, contrast, and saturation to align with the visual style of the diffuse effect layer.
[0240] In an alternative embodiment, the combination process may require setting different blending parameters based on the material type. For example, for a diamond-like material, the weight of the reflection effect layer may be increased; while for a translucent plastic material, the weight of the reflection effect may be reduced and the proportion of the scattering effect may be increased.
[0241] In a specific application of this embodiment, a visual effects artist needs to create a realistic translucent material effect for a "little dragon". He first creates an environment sphere with a radius of 2000 units in three-dimensional space, and then places a Figure 3The real-life scene image shown is mapped onto the inner surface of the sphere. Next, he added a reflective material property to the "dragon", set the base reflectivity to 0.25, and enabled the Fresnel effect option to make the edges of the "dragon" have a stronger reflective effect. Using the main camera parameters in the scene, he rendered the reflection interaction between the "dragon" and the environment sphere, obtaining an independent reflection effect layer, as shown in the following figure. Figure 8 Finally, he combined this reflection layer with the previously processed "dragon" image containing refraction, dispersion and scattering effects (as shown in Figure 7 As shown in the figure), use the "Screen" blending mode and set the transparency to 0.8 to successfully create a realistic crystal cup material effect that has both a transparent refraction effect and can reflect the surrounding environment. Figure 9 A schematic diagram of a final translucent material image is shown.
[0242] In a method for producing a translucent material effect provided in an embodiment of the present application, the following steps are also included:
[0243] Step S100101, analyzing the angle between the normal direction of the semi-transparent asset model and the viewing angle direction;
[0244] Step S100102: dynamically adjust the reflection intensity according to the angle so that the reflection intensity of the edge area is higher than that of the center area, simulating the Fresnel effect.
[0245] The method provided in this embodiment accurately simulates the real-world Fresnel effect during the production of translucent material effects, enhancing the physical realism of translucent materials. By analyzing the angular relationship between the model normal and the viewing angle, the system automatically calculates and applies the reflection intensity at different locations, resulting in stronger reflections at the edges, consistent with real-world physical phenomena. This significantly enhances the naturalness and realism of the rendering, while avoiding the tedious process of manual adjustment and improving production efficiency.
[0246] The above scheme is described in detail below.
[0247] In step S100101, the angle between the normal direction of the semi-transparent asset model and the viewing direction is analyzed.
[0248] The normal direction is the perpendicular direction vector at each point on the surface of a semi-transparent asset model. The normal direction is an important parameter for describing the orientation of a 3D model surface. It represents the direction vector perpendicular to the surface at a specific point. In computer graphics, the normal direction is often represented as a 3D unit vector and is used to determine how a surface responds to changes in lighting and viewing angle.
[0249] In an alternative embodiment, the normal direction can be directly obtained from the geometric information of the semi-transparent asset model. For example, in an imported ABC format file, the normal information of each vertex is usually already included in the model data, and the rendering engine can directly read this normal data for subsequent calculations.
[0250] The view direction is a vector pointing from the camera position to each point on the surface of a semi-transparent asset model. This direction, a directional vector pointing from the viewer (usually a virtual camera) to a specific point in the scene, determines how the viewer sees the object's surface and is a key parameter in calculating reflection and refraction effects.
[0251] In an optional embodiment, the viewing direction can be directly calculated using the first camera parameters. For example, the system can calculate the direction vector from the camera to each point on the model surface based on the camera's position coordinates and the three-dimensional coordinates of the point, and normalize the vector to a unit vector for subsequent calculations.
[0252] In an optional embodiment, the viewing direction can also be automatically generated by the rendering engine during the rendering process. For example, when using the ScanlinerRender or RayRender nodes, the rendering engine automatically calculates the viewing direction from the camera to the scene point corresponding to each rendered pixel.
[0253] In an optional embodiment, the viewing direction can also be customized to meet different rendering requirements. For example, when creating a stereoscopic rendering or multi-view effect, multiple viewing directions can be set to calculate the reflection effect under different viewing angles to achieve more complex visual effects.
[0254] In step S100102, the reflection intensity is dynamically adjusted according to the angle so that the reflection intensity of the edge area is higher than that of the central area, simulating the Fresnel effect.
[0255] Reflection intensity refers to the ability of a translucent material's surface to reflect incident light. Reflection intensity determines the clarity and visibility of ambient images reflected from transparent or translucent surfaces, and is a key parameter for achieving realistic materials.
[0256] In an alternative embodiment, reflection intensity can be combined with other material properties for comprehensive control. For example, artists can simultaneously consider the material's inherent reflectivity, surface roughness, and viewing angle to create more complex reflection models, thereby achieving special material effects such as frosted glass and foggy crystal.
[0257] The Fresnel effect is a physical phenomenon in which the reflectivity of light increases with the angle of incidence when it reflects off the interface of different media. This effect is ubiquitous in nature and is a key factor in achieving realistic translucent materials.
[0258] Dynamic adjustment refers to the real-time calculation and application of different reflection intensities based on viewing angle and model characteristics. Dynamic adjustment enables material effects to change with changing viewing angles, enhancing the realism of interactive previews and final renders.
[0259] In an optional embodiment, dynamic adjustment can be achieved through an expression node. For example, in compositing software, a mathematical expression node can be created that takes the cosine of the angle between the normal and the viewing angle as input and generates a reflection intensity modulation factor through a power function or other mathematical operation.
[0260] In an optional implementation, dynamic adjustments can also be combined with multiple physical factors for complex calculations. For example, in addition to viewing angle, the system can also consider factors such as light source direction and ambient light intensity, creating more realistic material effects through multi-dimensional dynamic adjustments.
[0261] In a specific application, in order to simulate the Fresnel effect of a crystal ball, the system creates a reflection intensity control map based on the angle data calculated in the previous step. The map is designed to provide the maximum reflection intensity value when the angle is close to 90 degrees (that is, in the edge area of the model), and the minimum reflection intensity value when the angle is close to 0 degrees (that is, in the center area of the model facing the camera). In specific implementation, the system uses the Schlick approximation formula: R(θ) = R+(1-R)(1-cosθ), where R is the reflectivity at normal incidence (calculated based on the refractive index of the material), and θ is the angle between the normal and the viewing angle. This formula provides efficient computing performance while maintaining physical rationality. The reflection intensity control map is then connected to the mixed control input of the reflection effect layer, realizing the Fresnel effect with strong reflection at the edges and weak reflection in the center, making the crystal ball present a realistic visual effect.
[0262] In a method for producing a translucent material effect provided in an embodiment of the present application, the following steps are also included:
[0263] Step S20001, encapsulating the processing steps of the method into a custom synthesis tool;
[0264] Step S20002: adding a parameter control component to the interface of the custom synthesis tool, wherein the parameter control component includes one or more of a refraction intensity controller, a dispersion degree controller, a scattering intensity controller, and a reflection intensity controller;
[0265] Step S20003, in response to the input of the parameter control component, updating the semi-transparent material effect preview;
[0266] Step S20004 stores preset parameter combinations to form effect templates of different material types.
[0267] The method provided in this embodiment makes the production process of translucent material effects more systematic and standardized, greatly improving the work efficiency of artists. By encapsulating complex technical steps into intuitive custom synthesis tools and combining them with parametric control components, users can quickly adjust and preview various translucent effects without in-depth understanding of the underlying technical principles. In addition, the storage function of preset parameter combinations allows effects of different material types to be reused, further improving creative efficiency and visual consistency, while providing a solution for rapid deployment of translucent material effects across different projects.
[0268] The above scheme is described in detail below.
[0269] In step S20001, the processing steps of the method are encapsulated as a custom synthesis tool.
[0270] Among them, the custom synthesis tool is a software component that integrates and encapsulates various processing steps in the method for producing translucent material effects.
[0271] In an optional implementation, a custom synthesis tool integrates multiple processing steps in the translucent material effect production process into a single, reusable tool module. For example, multiple steps such as refraction and dispersion simulation, translucent scattering generation, and custom reflection implementation are integrated into a unified interface, allowing artists to create complex translucent material effects with simple operations.
[0272] In an alternative implementation, custom compositing tools are plug-ins or scripts developed for compositing software, with independent functional interfaces and workflows. For example, a Group or Gizmo node created in Nuke compositing software encapsulates multiple processing nodes and connections into a single black box, exposing only the necessary input ports and parameter controls, greatly simplifying the creation of complex effects.
[0273] In one specific application, a digital artist used Nuke compositing software to create a Group node called "GlassMaterial," which contained a complete node network for refraction, dispersion, scattering, and reflection effects. By hiding these complex node relationships within the Group, the artist simply connected the model, camera, and environment assets to the Group's input ports to quickly achieve translucent material effects, eliminating the need to repeatedly build complex node networks, significantly improving work efficiency.
[0274] In step S20002, a parameter control component is added to the interface of the custom synthesis tool, and the parameter control component includes one or more of a refraction intensity controller, a dispersion degree controller, a scattering intensity controller, and a reflection intensity controller.
[0275] Among them, the parameter control component provides users with interactive interface elements for adjusting various visual characteristics of translucent materials.
[0276] In an optional embodiment, the parameter control component is a visual controller used to intuitively adjust various physical properties of the translucent material. For example, a slider control is used to adjust the refraction intensity, a knob control is used to adjust the dispersion degree, a numeric input box is used to precisely set the scattering intensity, and a switch button is used to enable or disable the reflection effect. These controls together form a complete parameter adjustment interface.
[0277] In an optional implementation, a refraction intensity controller is used to adjust the degree to which a translucent material bends light, directly affecting the visual distortion of the background image as it passes through the material. For example, by controlling the uvscale parameter value of the IDistort node via a slider, when the slider is set to the maximum value, the material exhibits a strong refraction effect, and the background image is noticeably distorted. When the slider is set to the minimum value, the refraction effect is weakened, and the background image is less distorted, thus simulating the optical properties of materials of different densities.
[0278] In an optional embodiment, a dispersion controller adjusts the degree of separation of different wavelengths, controlling the intensity of the rainbow effect at the edges of translucent materials. For example, a set of associated sliders controls the difference in distortion between the red, green, and blue channels. Increasing this difference results in a noticeable color separation effect at the edges of the material, simulating high-refractive-index materials like prisms or diamonds. Decreasing this difference results in a uniform distortion of the three channels, simulating low-refractive-index materials like ordinary glass.
[0279] In an optional embodiment, a scattering intensity controller is used to adjust the degree of diffuse reflection of light within a translucent material, affecting the material's transparency and haze. For example, a slider ranging from 0 to 1 controls the transparency and intensity of the scattering effect layer. When the value is 0, the material appears completely clear and transparent; as the value increases, the material gradually takes on a frosted or hazy effect, simulating the visual characteristics of materials such as frosted glass, ice crystals, or wax.
[0280] In an optional embodiment, a reflection intensity controller is used to adjust the degree to which a semi-transparent material reflects ambient light, affecting the surface's glossiness and specular effect. For example, a percentage slider controls the blending intensity of the reflection effect layer. When set to 0%, the material surface exhibits no reflection; when set to 100%, the material surface exhibits a fully specular reflection effect, simulating the visual characteristics of highly reflective materials such as polished glass or water.
[0281] In one specific application, when creating a crystal vase, a visual effects artist adjusted the Refraction Intensity slider on the custom synthesis tool interface to 75% to simulate the high refractive index of the crystal material; adjusted the Dispersion Controller to 30% to produce a moderate rainbow edge effect; set the Scattering Intensity to 15% to give the crystal a slight internal fogging effect; and set the Reflection Intensity to 60% to create an appropriate surface gloss. By collaboratively adjusting these parameter-controlled components, the artist can quickly create a translucent material effect that matches the visual characteristics of real crystal without having to manually modify complex node network parameters.
[0282] In step S20003, in response to the input of the parameter control component, the semi-transparent material effect preview is updated.
[0283] Among them, the translucent material effect preview is a visual feedback mechanism that displays the parameter adjustment results in real time.
[0284] In an optional embodiment, a translucent material effect preview means that as parameters are adjusted, the system instantly calculates and displays the adjusted effect, providing the user with intuitive visual feedback. For example, as the user drags the refraction intensity slider, the translucent material effect in the preview window will update in real time, showing the visual differences at different refraction intensities, allowing the artist to intuitively judge the effect of the parameter adjustment.
[0285] In one specific application, a special effects artist for an animated film was creating a translucent material effect for a glass castle scene. As he adjusted the dispersion control, the preview window immediately displayed a changing rainbow effect around the castle's edges. As he reduced the scattering intensity, the castle's interior became more transparent and clearer. As he increased the reflection intensity, the castle's surface reflected more of the surrounding environment. This immediate visual feedback enabled the artist to quickly find the optimal parameter combination, significantly improving creative efficiency and effect accuracy.
[0286] In step S20004, preset parameter combinations are stored to form effect templates of different material types.
[0287] A preset parameter combination is a set of optimized parameter values saved for a specific type of translucent material, which can be used for quick application or as a starting point for creating new effects.
[0288] In an optional embodiment, preset parameter combinations are stored as configuration files, containing specific numerical settings for various parameters, such as refraction, dispersion, scattering, and reflection. For example, a preset named "Crystal" might include a high refractive index, medium dispersion, low scattering intensity, and high reflection intensity; while a preset named "Frosted Glass" might include a medium refractive index, low dispersion, high scattering intensity, and low reflection intensity.
[0289] In an alternative embodiment, an effect template is a reusable translucent material effect solution built from preset parameter combinations, including parameter settings and optional additional assets. For example, a "seawater" effect template not only includes parameter settings suitable for simulating a water surface, but may also include a water wave texture map and dynamic noise animation settings, forming a complete seawater material solution.
[0290] In a method for producing a translucent material effect provided in an embodiment of the present application, the custom synthesis tool further includes:
[0291] Batch processing module for applying the same material effect to the same asset in multiple scenes;
[0292] A multi-channel output module is used to output the various components of translucent materials for post-compositing adjustments.
[0293] The method provided in this embodiment significantly optimizes the synthesis workflow, improving the efficiency of artists in processing the same translucent assets in multiple scenes. At the same time, the flexibility of post-production adjustments is enhanced through the multi-channel output mechanism, ultimately making the production of translucent material effects more efficient and refined, reducing repetitive work, and improving the quality and efficiency of image processing.
[0294] The above scheme is described in detail below.
[0295] Among them, the batch processing function module is a data processing system used to automatically apply preset translucent material effect parameters to multiple different scene materials containing the same assets, realizing batch processing functions.
[0296] In an optional implementation, a batch processing module is a component integrated into the translucent material effects creation tool that identifies and handles rendering requirements for the same asset across different scenes. For example, if a glass character in an animation requires consistent material effects across multiple scenes, the batch processing module can read predefined material parameters and apply them to all shots containing that character, ensuring consistent material rendering.
[0297] In one specific application, the production team needed to process a 100-shot animated short film, in which a crystal character appeared in 80 different scenes. Once the art director determined the character's translucent material effects, the batch processing module could apply these material parameters to all shots containing the character. The system automatically identified the crystal character in each scene and applied the same refractive index, dispersion, scattering intensity, and reflection parameters to each. Fine-tuning was also performed based on the lighting conditions of each scene, ensuring visual consistency across all scenes. This significantly reduced the workload for manual adjustments and improved production efficiency.
[0298] Among them, the multi-channel output module is a data processing system that can output each component of the translucent material effect (such as refraction, dispersion, scattering, reflection, etc.) as an independent image channel or file, which is convenient for fine adjustment and control in the later synthesis stage.
[0299] In an optional implementation, the multi-channel output module can decompose translucent material effects into multiple functional layers, each independently representing the material's specific visual characteristics. For example, the system can output refraction, dispersion, scattering, and reflection effects as separate image layers. This allows compositing artists to precisely control the intensity and blending of each effect in post-production without having to re-render the entire scene, significantly improving workflow flexibility and efficiency.
[0300] In a method for producing a translucent material effect provided in an embodiment of the present application, the following steps are also included:
[0301] Step S20100, providing a material detail control function, adding a preset surface detail texture to the translucent material through map input;
[0302] Step S20101: Adjusting local refraction, scattering and / or reflection characteristics based on the preset surface detail texture.
[0303] The method provided in this embodiment enables the surface details of translucent materials to be rendered more realistically and richly. By introducing preset detail texture maps, the system can precisely control the optical properties of different areas of the material surface, including local refractive index, scattering intensity, and reflective properties. This fine-grained material control mechanism not only enhances the visual realism of translucent materials but also increases the diversity of material expressions, enabling artists to simulate complex surface structures such as frosted glass, scratched crystal, or uneven ice. This significantly improves the quality and accuracy of the final rendered image while simplifying the production process of complex material effects.
[0304] The above scheme is described in detail below.
[0305] In step S20100, a material detail control function is provided, and a preset surface detail texture is added to the translucent material through map input.
[0306] Among them, the material detail control function is an image processing system used to receive and process surface detail texture maps and apply them to the rendering process of translucent materials to enhance the microscopic details of the material surface.
[0307] In an optional implementation, the Material Detail Control feature is a special module integrated into the translucent material effects creation tool. This module imports or generates various surface detail maps to add microstructure and surface features to translucent materials. For example, texture maps such as height maps, normal maps, or displacement maps can be imported to simulate details like tiny scratches on glass, bumps on ice, or growth patterns within crystals. This results in a more realistic surface texture and microscopic features for rendered translucent materials.
[0308] In an optional embodiment, the material detail control function includes a preset texture library, providing standard texture templates for the surface details of various common materials. For example, the preset texture library may include various types of glass textures (such as frosted glass, water-rippled glass, and sandblasted glass), crystal textures (such as naturally grown grains and artificially cut surfaces), ice textures (such as naturally frozen textures and bubble structures), and other surface detail templates for common translucent materials. Users can directly select the appropriate preset texture and apply it to the current project, eliminating the need to create complex surface details from scratch, greatly improving work efficiency.
[0309] In step S20101, local refraction, scattering and / or reflection characteristics are adjusted based on the preset surface detail texture.
[0310] Among them, adjusting local optical properties is a data processing method that is used to selectively modify the optical behavior of different areas of a translucent material based on the information of surface detail texture, so that the refraction, scattering, and reflection effects of the material appear non-uniform in spatial distribution.
[0311] In an optional embodiment, local refraction properties are adjusted by mapping surface detail textures into localized refractive index variations, resulting in different light refraction behaviors in different areas of the material. For example, the system can convert the brightness or height values of a texture into a refractive index offset, so that raised areas within the texture have a higher refractive index and recessed areas have a lower refractive index. This creates subtle but realistic refractive variations across the entire material, simulating the effects of structures such as bubbles inside glass, inclusions within crystals, or pores in ice on light propagation, significantly enhancing the realism and complexity of the material.
[0312] In an optional embodiment, adjusting local scattering properties involves mapping surface detail textures into variations in scattering intensity and distribution, thereby creating spatially differentiated light scattering within the material. For example, the system can map the density or graininess of a texture into scattering parameters, resulting in stronger light scattering in densely textured areas and weaker light scattering in sparsely textured areas. This simulates the differential effects of factors such as the internal texture of translucent jade, the surface microstructure of frosted glass, or the crystal arrangement of ice and snow on light scattering, creating a rich, realistic, and natural-looking translucent material.
[0313] In one specific application, an artist needed to create a model of an ice cube with a complex internal structure, including bubbles, cracks, and varying density levels formed during the freezing process. Using the material detail control feature, the artist first imported a three-dimensional noise texture map representing the internal structure of the ice cube. Then, based on the grayscale values of this texture map, the system automatically adjusted the optical properties of different areas of the ice cube material: in the dark areas of the noise texture (representing bubbles and cracks), the refractive index decreased, the scattering intensity increased, and the reflection became blurrier; in the bright areas (representing pure ice), the refractive index increased, the scattering decreased, and the reflection became sharper and clearer. The resulting rendered ice cube maintained its overall translucency while displaying rich internal details and optical variations, allowing viewers to perceive the layering and physical realism of the ice cube, greatly enhancing the image's visual expressiveness and immersiveness.
[0314] This exemplary embodiment also discloses a device for producing a semi-transparent material effect. Figure 10 This is a diagram showing the composition of a device for producing a semi-transparent material effect in an exemplary embodiment of the present disclosure. Figure 10 As shown, the device includes:
[0315] A first acquisition module is used to acquire background environment materials, a semi-transparent asset model and first camera parameters;
[0316] a parameter setting module, configured to generate second camera parameters according to the first camera parameters, wherein the second camera parameters are set opposite to the depth of field parameters of the first camera parameters;
[0317] a map generation module, configured to render the semi-transparent asset model based on the first camera parameters and the second camera parameters, respectively, to obtain a first normal map and a second normal map;
[0318] a layer generation module, configured to generate a distortion control layer according to the first normal map and the second normal map;
[0319] The material effect generation module is used to perform differential processing on the color channels of the background environment material according to the distortion control layer to obtain a translucent material image that simulates refraction and dispersion effects.
[0320] Optionally, the step of generating the second camera parameters according to the first camera parameters includes:
[0321] Copy the first camera parameters to obtain the second camera parameters;
[0322] Swap the near plane parameters and the far plane parameters in the second camera parameters.
[0323] Optionally, the step of generating a distortion control layer according to the first normal map and the second normal map includes:
[0324] Performing image superposition processing on the first normal map and the second normal map;
[0325] Extract the specified color channel information from the result of the overlay processing as the distortion control layer.
[0326] Optionally, the step of performing differential processing on the color channels of the background environment material according to the distortion control layer includes:
[0327] Separate the background environment material into red channel, green channel and blue channel;
[0328] Apply different degrees of image distortion to the three separated channels based on the distortion control layer;
[0329] The three processed channels are merged to obtain an image with dispersion effect.
[0330] Optionally, the step of applying different degrees of image distortion processing to the three separated channels includes:
[0331] Set different distortion scale values for the red channel, green channel, and blue channel respectively;
[0332] The distortion scale value decreases or increases from the red channel to the blue channel to simulate the physical phenomenon of light dispersion.
[0333] Optionally, the method further includes the following steps:
[0334] Rendering the semi-transparent asset model based on the first camera parameter and the second camera parameter respectively to obtain a first depth map and a second depth map;
[0335] Perform cross calculation on the first depth map and the second depth map to extract the middle area of the model;
[0336] Get the color and brightness of the background environment material;
[0337] Assign color and brightness to the middle area of the model to generate a scattering effect layer;
[0338] Combine the scattering effect layer with the translucent material image of the refraction and dispersion effects to obtain a translucent material image that also includes the scattering effect.
[0339] Optionally, the step of performing cross calculation on the first depth map and the second depth map includes:
[0340] analyzing pixel value ranges of the first depth map and the second depth map;
[0341] Applying a first brightness adjustment to the first depth map to set its black point to a maximum pixel value and its white point to a minimum pixel value;
[0342] Applying a second brightness adjustment to the second depth map to set its white point to a pixel maximum value and its black point to a pixel minimum value;
[0343] Multiply the two adjusted depth maps to extract the middle area of the model.
[0344] Optionally, the method further includes the following steps:
[0345] Add a gradient map control to the scattering effect layer so that the scattering intensity gradually decreases from the center of the object outwards;
[0346] Add a noise map to the scattering effect layer to simulate inhomogeneities within the material.
[0347] Optionally, the method further includes the following steps:
[0348] Creating a sphere that encloses the environment in a virtual three-dimensional space;
[0349] Map the background environment material to the surface of the sphere;
[0350] Added reflective material properties to semi-transparent asset models;
[0351] Render the interaction between the semi-transparent asset model and the sphere based on the first camera parameters to obtain a reflection effect layer;
[0352] Combine the reflection effect layer with the translucent material image containing the scattering effect to get the final translucent material image.
[0353] Optionally, the method further includes the following steps:
[0354] Analyze the angle between the normal direction of the semi-transparent asset model and the viewing direction;
[0355] Dynamically adjust the reflection intensity according to the angle, so that the reflection intensity of the edge area is higher than that of the center area, simulating the Fresnel effect.
[0356] Optionally, the method further includes the following steps:
[0357] Encapsulate the method's processing steps into a custom synthesis tool;
[0358] Adding a parameter control component to the interface of the custom synthesis tool, the parameter control component including one or more of a refraction intensity controller, a dispersion degree controller, a scattering intensity controller, and a reflection intensity controller;
[0359] In response to the input of the parameter control component, the semi-transparent material effect preview is updated;
[0360] Store preset parameter combinations to form effect templates for different material types.
[0361] Optionally, the custom synthesis tool also includes:
[0362] Batch processing module for applying the same material effect to the same asset in multiple scenes;
[0363] A multi-channel output module is used to output the various components of translucent materials for post-compositing adjustments.
[0364] Optionally, the method further includes the following steps:
[0365] Provides material detail control function, adding preset surface detail textures to translucent materials through map input;
[0366] By generating two sets of normal maps using opposite depth of field parameters and creating a distortion control layer, this technology can accurately simulate the refraction and dispersion optical properties of translucent materials, effectively improving the realism and visual quality of the rendered image.
[0367] The specific details of each module unit in the above embodiment have been described in detail in the corresponding translucent material effect production method. In addition, the translucent material effect production device also includes other unit modules corresponding to the display control method, so they will not be repeated here.
[0368] It should be noted that although several modules or units of the device for action execution are mentioned in the detailed description above, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.
[0369] Figure 11 FIG. 1 is a schematic diagram of a computer-readable storage medium in an exemplary embodiment of the present disclosure. Figure 11 FIG3 illustrates a program product 1100 according to an embodiment of the present disclosure, which stores a computer program that, when executed by a processor, implements the method steps for creating a translucent material effect. By generating two sets of normal maps using opposite depth of field parameters and creating a distortion control layer, this technique accurately simulates the refractive and dispersion optical properties of translucent materials, effectively improving the realism and visual quality of rendered images.
[0370] A computer-readable storage medium may include a data signal propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A computer-readable storage medium may transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0371] The program code contained in the computer-readable storage medium can be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, radio frequency, etc., or any suitable combination of the foregoing.
[0372] The following combination Figure 12 The electronic device 1000 in this exemplary embodiment is described. The electronic device 1000 is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0373] See also Figure 12As shown, electronic device 1000 is implemented as a general-purpose computing device. Components of electronic device 1000 may include, but are not limited to, at least one processor 1010, at least one memory 1020, a bus 1030 connecting various system components (including processor 1010 and memory 1020), and a display unit 1040.
[0374] Memory 1020 stores program code that can be executed by processor 1010, causing processor 1010 to execute the specific steps of the above-described method for creating a translucent material effect by executing the executable instructions. By generating two sets of normal maps using opposite depth of field parameters and creating a distortion control layer, this technical approach can accurately simulate the refractive and dispersion optical properties of translucent materials, effectively improving the realism and visual quality of rendered images.
[0375] The electronic device may further include: a power supply component configured to manage power for executing the electronic device; a wired or wireless network interface configured to connect the electronic device to the network; and an input / output (I / O) interface. The electronic device may operate based on an operating system stored in the memory, such as Android, iOS, Windows, Mac OS X, Unix, Linux, FreeBSD, or the like.
[0376] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present invention can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes a number of instructions to enable a computing device (which can be a personal computer, a server, an electronic device, or a network device, etc.) to execute the method according to the embodiments of the present invention.
[0377] Other embodiments of the present disclosure will readily occur to those skilled in the art after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow from the general principles of the present disclosure and include common knowledge or customary techniques in the art not disclosed herein. The description and examples are to be considered as exemplary only, with the true scope and spirit of the present disclosure being indicated by the claims.
[0378] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes can be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.
Claims
1. A method for producing a translucent material effect, characterized in that: The following steps are involved: Get the background environment material, translucent asset model and the first camera parameters; generating second camera parameters according to the first camera parameters, wherein the second camera parameters are set opposite to the depth of field parameters of the first camera parameters; Rendering the semi-transparent asset model based on the first camera parameters and the second camera parameters respectively to obtain a first normal map and a second normal map; generating a distortion control layer according to the first normal map and the second normal map; The color channels of the background environment material are differentially processed according to the distortion control layer to obtain a translucent material image including refraction and dispersion effects.
2. The method for producing a translucent material effect according to claim 1, wherein: The step of generating second camera parameters according to the first camera parameters comprises: Copying the first camera parameters to obtain second camera parameters; The near plane parameters and the far plane parameters in the second camera parameters are exchanged.
3. The method for producing a translucent material effect according to claim 1, wherein: The step of generating a distortion control layer according to the first normal map and the second normal map comprises: performing image superposition processing on the first normal map and the second normal map; The designated color channel information is extracted from the result of the superposition processing as the distortion control layer.
4. The method for producing a translucent material effect according to claim 1, wherein: The step of performing differential processing on the color channels of the background environment material according to the distortion control layer includes: Separating the background environment material into a red channel, a green channel, and a blue channel; Applying different degrees of image distortion processing to the three separated channels according to the distortion control layer; The three processed channels are merged to obtain an image with dispersion effect.
5. The method for producing a translucent material effect according to claim 4, characterized in that: The step of applying different degrees of image distortion processing to the three separated channels comprises: Set different distortion scale values for the red channel, green channel, and blue channel respectively; The distortion scale value decreases or increases from the red channel to the blue channel to simulate the physical phenomenon of light dispersion.
6. The method for producing a translucent material effect according to any one of claims 1 to 5, characterized in that: The following steps are also included: Rendering the semi-transparent asset model based on the first camera parameters and the second camera parameters respectively to obtain a first depth map and a second depth map; Performing cross calculation on the first depth map and the second depth map to extract the middle area of the model; Obtain the color and brightness of the background environment material; Assigning the color and brightness to the middle area of the model to generate a scattering effect layer; The scattering effect layer is combined with the translucent material image with the refraction and dispersion effects to obtain a translucent material image with the scattering effect.
7. The method for producing a translucent material effect according to claim 6, wherein: The step of performing cross calculation on the first depth map and the second depth map comprises: Analyzing pixel value ranges of the first depth map and the second depth map; Applying a first brightness adjustment to the first depth map to set its black point to a maximum pixel value and its white point to a minimum pixel value; Applying a second brightness adjustment to the second depth map to set its white point to a maximum pixel value and its black point to a minimum pixel value; Multiply the two adjusted depth maps to extract the middle area of the model.
8. The method for producing a translucent material effect according to claim 6, wherein: The following steps are also included: Add a gradient map control to the scattering effect layer so that the scattering intensity gradually decreases from the center of the object outwards; Add a noise map to the scattering effect layer to simulate the unevenness inside the material.
9. The method for producing a translucent material effect according to any one of claims 1 to 8, characterized in that: The following steps are also included: Creating a sphere that encloses the environment in a virtual three-dimensional space; Mapping the background environment material to the surface of the sphere; Adding reflective material properties to the translucent asset model; Rendering the interaction between the translucent asset model and the sphere based on the first camera parameters to obtain a reflection effect layer; The reflection effect layer is combined with the translucent material image including the scattering effect to obtain a final translucent material image.
10. The method for producing a translucent material effect according to claim 9, wherein: The following steps are also included: Analyzing the angle between the normal direction of the semi-transparent asset model and the viewing direction; The reflection intensity is dynamically adjusted according to the angle so that the reflection intensity of the edge area is higher than that of the center area, simulating the Fresnel effect.
11. The method for producing a translucent material effect according to any one of claims 1 to 10, characterized in that: The following steps are also included: Encapsulating the processing steps of the method into a custom synthesis tool; Adding a parameter control component on the interface of the custom synthesis tool, wherein the parameter control component includes one or more of a refraction intensity controller, a dispersion degree controller, a scattering intensity controller, and a reflection intensity controller; In response to the input of the parameter control component, the semi-transparent material effect preview is updated; Store preset parameter combinations to form effect templates for different material types.
12. The method for producing a translucent material effect according to claim 11, wherein: The custom synthesis tool also includes: Batch processing module for applying the same material effect to the same asset in multiple scenes; A multi-channel output module is used to output the various components of translucent materials for post-compositing adjustments.
13. The method for producing a translucent material effect according to claim 11, wherein: The following steps are also included: Provides material detail control function, adding preset surface detail textures to translucent materials through map input; Local refraction, scattering and / or reflection characteristics are adjusted based on the preset surface detail texture.
14. A device for producing a translucent material effect, comprising: A first acquisition module is used to acquire background environment materials, a semi-transparent asset model and first camera parameters; a parameter setting module, configured to generate second camera parameters according to the first camera parameters, wherein the second camera parameters are set opposite to the depth of field parameters of the first camera parameters; a map generation module, configured to render the semi-transparent asset model based on the first camera parameters and the second camera parameters, respectively, to obtain a first normal map and a second normal map; a layer generation module, configured to generate a distortion control layer according to the first normal map and the second normal map; The material effect generation module is used to perform differential processing on the color channels of the background environment material according to the distortion control layer to obtain a translucent material image that simulates refraction and dispersion effects.
15. An electronic device, characterized in that: include: processor; as well as a memory for storing executable instructions of the processor; The processor is configured to execute the method for producing a translucent material effect according to any one of claims 1 to 13 by executing the executable instructions.
16. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method for producing a translucent material effect according to any one of claims 1 to 13 is implemented.