DirectLighting中英⽂
==== ⽂章 引⾃ Octane Help ====
==== 翻译 Google translate ====
transparent中文意思DIRECT LIGHTING
The Direct Lighting Kernel is generally used for faster preview rendering. It's not unbiased and will not yield photorealistic results, however because of its speed it can be the ideal choice for rendering animations or stills depending on your purpose. The following picture shows the Directlighting settings. Some of these settings are shared with the other kernel types. Now let's see what these options are:
直接照明内核通常⽤于更快的预览渲染。 它不是⽆偏差的,也不会产⽣真实感的结果,但是由于它的速度,它可以是根据你的⽬的渲染动画或静⽌图像的理想选择。 下图显⽰了Directlighting设置。 其中⼀些设置与其他内核类型共享。 现在让我们看看这些选项是什么:
Ma x. Sa m ples 最⼤采样 :
Sets the maximum number of samples per pixel before the rendering process stops. The higher the num
ber of samples per pixel, the cleaner the render. There is no rule as to how many samples per pixel are required for a good render, it is subjective and may vary depending on the content and complexity of the scene being rendered. For example, since Directlighting is a fast kernel, 500-1000 samples for static images and animations will suffice. If you have more than one direct and indirect light source in your scene and you are also using mesh light, you can increase a few hundred samples. But we can not say the same thing for Pathtracing kernel mode, for instance. As we've just mentioned, there is no magic number for it.
设置渲染过程停⽌前每个像素的最⼤采样数。 每个像素的采样数越多,渲染越清晰。 没有关于良好渲染需要每像素多少采样的规则,它是主观的并且可以根据正被渲染的场景的内容和复杂性⽽变化。 例如,由于Directlighting是⼀个快速内核,静态图像和动画的500-1000个采样就⾜够了。 如果场景中有多个直接和间接光源,并且您还使⽤mesh light,则可以增加⼏百个采样。 但是,对于Pathtracing内核模式,我们不能这样说。 正如我们刚刚提到的,它没有固定的数字。
GI Mo de GI 模式 :
Global Illumination 全局光照
From here you can choose GI Mode for Directlighting. This mode also has 3 sub options:
从这⾥你可以选择GI模式直接照明。 此模式还有3个⼦选项:
GI_N ON E
Only direct lighting from the sun or area lights is included. Shadowed areas receive no contribution and will be black.
仅包括来⾃太阳或区域灯的直接照明。 阴影区域得不到补偿,将是⿊⾊的。
GI_AMBIEN T OCCLU SION
Standard ambient occlusion. This mode can often provide realistic images but offers no color bleeding.
标准环境遮挡。 此模式通常可以提供逼真的图像,但不会出现颜⾊益⾊。
GI_DIFFU SE
Provides GI quality that is in between Ambient Occlusion and Pathtracing. In this mode, the indirect light sources also taken into account and affects the diffuse mode. This increases the level of realism o
f your render. However the caustics does not appear in this mode, but the realism level of your render is often sufficient. At least you get better results than Ambient Occlusion mode. Since it is a fast mode, you can quickly get a final render; for both static images and animations.
提供 (Ambient Occlusion )环境遮挡和( Pathtracing)路径追踪之间的GI质量。 在此模式下,间接光源也会被考虑并影响漫反射模式。 这样可以提⾼渲染的真实感。 然⽽,焦散不会出现在此模式中,但渲染的真实⽔平通常就⾜够了。 ⾄少你⽐Ambient Occlusion模式获得更好的结果。 由于它是⼀种快速模式,您可以快速获得最终渲染; 静态图像和动画。
Spec ula r Depth :
Controls how many times a ray is refracted after hit the surface without losing its energy. A zero number means that the ray does not hit the surface and can not continue on the path (reflect or refract). if it is greater than zero, it continues on its way through the surface and refracts until it loses its energy. Higher numbers mean higher render times but more color bleeding and more details in transparent materials. Low numbers can introduce artifacts or turn some refractions into pure black. You can see different specular depth results from the picture below.
控制光线在击中表⾯后折射次数。零数字表⽰光线不会撞击表⾯,⽆法在路径上继续(反射或折射)。如果它⼤于零,它
继续穿过表⾯并折射,直到它失去能量。 数字越⼤意味着渲染时间越长,但颜⾊渗透越多,透明材料的细节越多。 低数字可能会引⼊假象或将⼀些折射变成纯⿊⾊。 您可以从下⾯的图⽚中看到不同的镜⾯深度结果。
Glo ssy Depth ⾦属光泽度 :
Controls how many times a ray is reflected after hit the surface. A zero number means that the ray does not hit the surface and can not continue on its path (reflect or refract). When it is greater than zero, it hits the surface and continues to be the same as the angle of incidence, so the reflection occurs. Higher numbers mean higher render time. Low numbers (under 4) can introduce artifacts, or turn some reflections into pure black. You can see different glossy depth results from the picture below.
控制射击表⾯后光线反射的次数。 零数字表⽰光线不会撞击表⾯并且⽆法在其路径上继续(反射或折射)。 当它⼤于零时,它撞击表⾯并继续与⼊射⾓相同,因此发⽣反射。 数字越⼤意味着渲染时间越长。 低数字(低于4)可能会引⼊伪影,或将⼀些反射变成纯⿊⾊。 您可以从下⾯的图⽚中看到不同的光泽深度结果。
Diffuse Depth 漫射深度:
Gives the maximum number of diffuse reflections if GI Mode is set to Diffuse. 3-5 is enough for the most scenarios.
如果GI模式设置为“ GI_DIFFUSE ”,则给出最⼤漫反射数。 对于⼤多数场景来说,3-5就⾜够了。
R a y Epsilo n :
The distance between the geometry and the light ray when calculating ray intersections for lighting and shadowing. Larger values push rays away from the geometry surface. Lower values are more accurate, but can cause artifacts on large or distant objects. Ray Epsilon is similar to Ray tracing bias in other rendering engines. Adjust Ray Epsilon to reduce artifacts in large scale scenes. Look at the picture below.
计算光线和阴影的光线交叉点时⼏何体与光线之间的距离。 较⼤的值会将光线推离⼏何表⾯。 较低的值更准确,但可能导致⼤型或远距离物体上的伪影。 Ray Epsilon类似于其他渲染引擎中的( Ray tracing )光线跟踪偏差。 调整Ray Epsilon以减少⼤型场景中的伪影。 看下⾯的图⽚。
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