Direct Lighting 中英文

====? 文章 引自 Octane Help? ====
====? 翻譯 Google translate? ? ====

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:

直接照明內(nèi)核通常用于更快的預(yù)覽渲染。 它不是無偏差的,也不會產(chǎn)生真實感的結(jié)果,但是由于它的速度,它可以是根據(jù)你的目的渲染動畫或靜止圖像的理想選擇。 下圖顯示了Directlighting設(shè)置。 其中一些設(shè)置與其他內(nèi)核類型共享。 現(xiàn)在讓我們看看這些選項是什么:

Max. Samples 最大采樣 :??

Sets the maximum number of samples per pixel before the rendering process stops. The higher the number 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.

設(shè)置渲染過程停止前每個像素的最大采樣數(shù)。 每個像素的采樣數(shù)越多,渲染越清晰。 沒有關(guān)于良好渲染需要每像素多少采樣的規(guī)則,它是主觀的并且可以根據(jù)正被渲染的場景的內(nèi)容和復(fù)雜性而變化。 例如,由于Directlighting是一個快速內(nèi)核,靜態(tài)圖像和動畫的500-1000個采樣就足夠了。 如果場景中有多個直接和間接光源,并且您還使用mesh light,則可以增加幾百個采樣。 但是,對于Pathtracing內(nèi)核模式,我們不能這樣說。 正如我們剛剛提到的,它沒有固定的數(shù)字。

GI Mode? 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:

從這里你可以選擇GI模式直接照明。 此模式還有3個子選項:

GI_NONE

Only direct lighting from the sun or area lights is included. Shadowed areas receive no contribution and will be black.

僅包括來自太陽或區(qū)域燈的直接照明。 陰影區(qū)域得不到補償,將是黑色的。

GI_AMBIENT OCCLUSION

Standard ambient occlusion. This mode can often provide realistic images but offers no color bleeding.

標(biāo)準(zhǔn)環(huán)境遮擋。 此模式通??梢蕴峁┍普娴膱D像,但不會出現(xiàn)顏色益色。

GI_DIFFUSE

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 of 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 )環(huán)境遮擋和(?Pathtracing)路徑追蹤之間的GI質(zhì)量。 在此模式下,間接光源也會被考慮并影響漫反射模式。 這樣可以提高渲染的真實感。 然而,焦散不會出現(xiàn)在此模式中,但渲染的真實水平通常就足夠了。 至少你比Ambient Occlusion模式獲得更好的結(jié)果。 由于它是一種快速模式,您可以快速獲得最終渲染; 靜態(tài)圖像和動畫。

Specular 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.

控制光線在擊中表面后折射次數(shù)。零數(shù)字表示光線不會撞擊表面,無法在路徑上繼續(xù)(反射或折射)。如果它大于零,它繼續(xù)穿過表面并折射,直到它失去能量。 數(shù)字越大意味著渲染時間越長,但顏色滲透越多,透明材料的細節(jié)越多。 低數(shù)字可能會引入假象或?qū)⒁恍┱凵渥兂杉兒谏?您可以從下面的圖片中看到不同的鏡面深度結(jié)果。

Glossy Depth 金屬光澤度 : ?

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.

控制射擊表面后光線反射的次數(shù)。 零數(shù)字表示光線不會撞擊表面并且無法在其路徑上繼續(xù)(反射或折射)。 當(dāng)它大于零時,它撞擊表面并繼續(xù)與入射角相同,因此發(fā)生反射。 數(shù)字越大意味著渲染時間越長。 低數(shù)字(低于4)可能會引入偽影,或?qū)⒁恍┓瓷渥兂杉兒谏?您可以從下面的圖片中看到不同的光澤深度結(jié)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模式設(shè)置為“ GI_DIFFUSE ”,則給出最大漫反射數(shù)。 對于大多數(shù)場景來說,3-5就足夠了。

Ray Epsilon? :?

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.

計算光線和陰影的光線交叉點時幾何體與光線之間的距離。 較大的值會將光線推離幾何表面。 較低的值更準(zhǔn)確,但可能導(dǎo)致大型或遠距離物體上的偽影。 Ray Epsilon類似于其他渲染引擎中的( Ray tracing )光線跟蹤偏差。 調(diào)整Ray Epsilon以減少大型場景中的偽影。 看下面的圖片。

從左往右:1.再大場景中過小的 Ray epsilon 會產(chǎn)生光斑;2.在超小模型場景中過大的數(shù)值會倒錯誤;3.適合的數(shù)值


Filter Size?過濾器尺寸 : ?

Sets the filter size in terms of pixels. This can improve aliasing artifacts in the render. However, if the filter is set too high, the image can become blurry.

以像素為單位設(shè)置過濾器大小。 這可以改善渲染中的鋸齒偽像。 但是,如果濾鏡設(shè)置得太高,圖像可能會變得模糊。

AO Distance 環(huán)境吸收距離 : ?

Controls the distance of the ambient occlusion shadowing spread. This setting should be adjusted in order to achieve realistic results depending on the scale of the objects in the scene. For example a small value is more appropriate for small objects such as toys and larger values for an object such as a house.

環(huán)境吸收距離:?控制環(huán)境遮擋陰影擴散的距離。 應(yīng)調(diào)整此設(shè)置,以便根據(jù)場景中對象的比例獲得逼真的結(jié)果。 例如,較小的值更適合于諸如玩具之類的小物體以及諸如房屋之類的物體的較大值。

Alpha Shadows: ?

Allows any object with transparency (specular materials, materials with opacity settings, and alpha channels) to cast a shadow accordingly instead of behaving as a solid object. As you can see in the picture below, we have a plane object in the scene and we only put an image in the opacity channel with an alpha. Shadows look correct when turned on.

允許任何具有透明度的對象(鏡面材質(zhì),具有不透明度設(shè)置的材質(zhì)和Alpha通道)相應(yīng)地投射陰影,而不是表現(xiàn)為實體對象。 如下圖所示,我們在場景中有一個平面對象,我們只在不透明度通道中放置一個帶有alpha的圖像。 打開時陰影看起來正確。

irradiance mode ?

This setting works similar to clay mode, but is only applied to the first bounce, disables bump and makes samples that are blocked by back faces transparent. (In case you are wondering: This is required for baking in Unity).

此設(shè)置與粘土模式類似,但僅適用于第一次反彈,禁用凹凸并使背面遮擋的樣本透明。 (如果您想知道:這是Unity中烘焙所必需的)?!緵]看懂,理解的評論區(qū)解釋下】

Alpha Channel: ?

This option removes the background (for example daylight or any sky background) and renders it as transparent (zero alpha). This can be useful if you want to composite the render over another image and does not want the background to be present.

此選項刪除背景(例如日光或任何天空背景)并將其渲染為透明(零alpha)。 如果要將渲染合成到另一個圖像上并且不希望背景存在,這可能很有用。

PS:如果要打開Alpha Channel,必須同時開啟C4D渲染設(shè)置→保存→Alpha 通道

Keep Environment: ?

This option is used in conjunction with the Alpha Channel setting. It allows the background to be rendered with zero alpha but it's still visible in the final render. This allows even further flexibility in compositing software.

保持環(huán)境: 此選項與Alpha通道設(shè)置一起使用。 它允許使用零alpha渲染背景,但它仍然在最終渲染中可見。 這使得合成軟件具有更大的靈活性。

AI LIGHT, AI LIGHT UPDATE & AI LIGHT STRENGTH: ?

V4.0? 版本里的? v3.07沒有

AI LIGHT IDs actION, LIGHT IDs, lIght LINKING INVERT ?

V4.0? 版本里的? v3.07沒有

Path term. power: ?

This parameter provides a system where users can tweak samples/second vs. convergence (how fast noise vanishes). Increasing this value will cause the kernels to keep paths shorter and spend less time on dark areas (which means they stay noisy longer) but may increase samples/second. Reducing this value will cause kernels to trace longer paths on average and spend more time on dark areas. In short, high values increases the render speed but may lead to higher noise in dark areas.

該參數(shù)提供了一個系統(tǒng),用戶可以調(diào)整 采樣/秒 與收斂(噪聲消失的速度)。 增加此值將導(dǎo)致內(nèi)核保持路徑更短并且在暗區(qū)域上花費更少的時間(這意味著它們會保持更長時間的噪聲),但可能會增加 采樣/秒 。 減少此值將導(dǎo)致內(nèi)核平均跟蹤更長的路徑,并在黑暗區(qū)域上花費更多時間。 簡而言之,高值會增加渲染速度,但可能會導(dǎo)致黑暗區(qū)域的噪點更高。

Coherent Ratio: ?

When the coherent mode is turned on, the picture is quickly noise-free, but the negative side of the feature is that you see a flickering blotch effect in the animation output. It's just like the effect you used to see when you did Light Cache in old days (now these techniques are out of date since the unbiased render engines are available). Just use it if you want to get the test animation quickly. Do not use it in Final Production.

相干比率: 當(dāng)相干模式打開時,圖像快速無噪聲,但該功能的負面是您在動畫輸出中看到閃爍的斑點效果。 這就像過去你在Light Cache中看到的效果一樣(現(xiàn)在這些技術(shù)已經(jīng)過時,因為無偏渲染引擎的應(yīng)用)。 如果您想快速獲得測試動畫,請使用它。 不要在最終生產(chǎn)中使用它。

Static Noise: ?

Keeps noise patterns static between rendered frames in a sequence when enabled. Note that the noise is fully static as long as the same GPU architecture is being used for rendering. Different architectures will produce slightly different numerical errors which manifest as small differences in the noise pattern.

啟用時,序列中渲染幀之間的噪聲模式保持靜止。 請注意,只要使用相同的GPU架構(gòu)進行渲染,噪聲就是完全靜態(tài)的。 不同的架構(gòu)會產(chǎn)生略微不同的數(shù)值誤差,這表現(xiàn)為噪聲模式的微小差異。

Parallel Samples: ?

Controls how many samples are calculated in parallel. Smaller values require less memory to store the samples state but may cause the render to be a bit slower. High values require more memory but can reduce render time. The change in performance depends on the scene and the GPU architecture. As you can see in the picture below, more Vram usage is shortening the render time. If you have a lot of Vram, be sure to use this option.

平行樣本: 控制并行計算的樣本數(shù)。 較小的值需要較少的內(nèi)存來存儲樣本狀態(tài),但可能導(dǎo)致渲染速度稍慢。 高值需要更多內(nèi)存,但可以減少渲染時間。 性能的變化取決于場景和GPU架構(gòu)。 正如您在下圖中看到的,更多的顯存使用縮短了渲染時間。 如果您有很多顯存,請務(wù)必使用此選項。

Max. Tile Samples: ?

This controls the number of samples per pixel that Octane will render until it takes the result and stores it in the film buffer. A higher number means that results arrive less often at the film buffer, but reduce the CPU overhead during rendering and as a consequence can improve performance, too.

這將控制Octane將呈現(xiàn)的每個像素的樣本數(shù),直到獲取結(jié)果并將其存儲在膠片緩沖區(qū)中。 數(shù)字越大意味著在膠片緩沖區(qū)中結(jié)果的次數(shù)越少,但在渲染過程中降低了CPU開銷,因此也可以提高性能。

Minimize Net Traffic: ?

Distributes only the same tile to the net render slaves until the max samples/pixel has been reached for that tile and only then will the next tile is distributed to slaves when enabled. Work done by local GPUs is not affected by this option. This way a slave can merge all its results into the same cached tile until the master switches to a different tile.

僅將相同的圖塊分配給凈渲染從屬,直到達到該圖塊的最大樣本/像素為止,然后在啟用時將下一個圖塊分配給從屬。 本地GPU完成的工作不受此選項的影響。 這樣,從設(shè)備可以將其所有結(jié)果合并到相同的緩存切片中,直到主設(shè)備切換到不同的切片。

Adaptive Sampling:

A method of sampling that determines if areas of a rendering require more sampling than other areas instead of sampling the entire rendering equally. In Octane, Adaptive Sampling disables sampling for pixels that have reached a specified noise level. With adaptive sampling, Octane is able to stop rendering on areas which no longer need to be rendered thus, freeing more gpu power to render on pixels that still need to be rendered. This allows you to bump up the maximum samples quite high (even more than 30,000) and then rely on the adaptive sampling to figure out which pixels actually need that many samples and which don't.

一種采樣方法,用于確定渲染區(qū)域是否需要比其他區(qū)域更多的采樣,而不是平等地對整個渲染進行采樣。 在Octane中,自適應(yīng)采樣禁用對已達到指定噪聲級別的像素進行采樣。 通過自適應(yīng)采樣,Octane能夠停止渲染不再需要渲染的區(qū)域,從而釋放更多的gpu功率來渲染仍需要渲染的像素。 這使您可以將最大樣本提升到相當(dāng)高的值(甚至超過30,000),然后依靠自適應(yīng)采樣來確定哪些像素實際上需要多個樣本,哪些不需要。

Noise threshold :

Specifies the smallest relative noise level. When the noise estimate of a pixel becomes less than this value, sampling will be switched off for this pixel. Good values are in the range of 0.01 - 0.03. The default is 0.02, which is pretty clean. This is the most important part of Adaptive Sampling process. The effective processing of the adaptive sample depends on the structure of your scene settings. So you should pay attention to the Noise Mask part during the render. If there are dark places in your scene and all the areas are green, then there is a problem. In this case, you may need to adjust the noise threshold setting. The following picture shows the correct and incorrect Noise mask.

指定最小的相對噪聲級別。 當(dāng)像素的噪聲估計變得小于該值時,將關(guān)閉該像素的采樣。 良好的值在0.01-0.03的范圍內(nèi)。 默認值為0.02,非常干凈。 這是自適應(yīng)采樣過程中最重要的部分。 自適應(yīng)樣本的有效處理取決于場景設(shè)置的結(jié)構(gòu)。 所以你應(yīng)該在渲染過程中注意Noise Mask部分。 如果場景中有暗處并且所有區(qū)域都是綠色,則表示存在問題。 在這種情況下,您可能需要調(diào)整噪聲閾值設(shè)置。 下圖顯示了正確和錯誤的噪聲模板。

Min. adaptive samples

Specifies the minimum samples that must have been calculated before adaptive sampling kicks in. The reason for this option is the fact that the noise estimate of a pixel is just an estimate with a fairly large initial error. The higher you set the noise threshold, the higher you should also set min. samples, to avoid artifacts.

指定在自適應(yīng)采樣開始之前必須計算的最小樣本。此選項的原因是像素的噪聲估計只是具有相當(dāng)大的初始誤差的估計。 設(shè)置噪聲閾值越高,您應(yīng)設(shè)置的最小值越高。 樣品,以避免人工制品。

Pixel grouping

Specifies the number of pixels that are handled together. Only if all pixels of a group have reached the noise level, sampling will stop for all of these pixels.

指定一起處理的像素數(shù)。 僅當(dāng)組中的所有像素都達到噪聲水平時,才會停止所有這些像素的采樣。

Expected Exposure

The expected exposure should be approximately the same value as the exposure in the image or 0 to ignore these settings. The default value is 0. This parameter is used by Adaptive Sampling to determine the pixels that are bright and those that are dark - which depends on the exposure setting in the Octane Imager. If the value is not 0, Adaptive Sampling will tweak/reduce the noise estimate of very dark areas of the image. It also will also increase the minimum adaptive samples limit for very dark areas, because very dark areas tend to find paths to light sources irregularly resulting to an otherwise overly optimistic noise estimate.

預(yù)期曝光應(yīng)與圖像中的曝光值大致相同,或0以忽略這些設(shè)置。 默認值為0.自適應(yīng)采樣使用此參數(shù)來確定明亮的像素和暗的像素 - 這取決于Octane成像儀中的曝光設(shè)置。 如果該值不為0,則自適應(yīng)采樣將調(diào)整/減少圖像的非常暗區(qū)域的噪聲估計。 它還將增加非常暗區(qū)域的最小自適應(yīng)樣本限制,因為非常暗的區(qū)域傾向于不規(guī)則地找到到光源的路徑,從而導(dǎo)致過度樂觀的噪聲估計。

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