Manual/PartV/Lamp Types
Wikipedia,自由的百科全书
Contents |
Lamp Types|灯光类型
Blender provides five Lamp types:Blender提供五种照明类型
- Sun Light太阳光
- Hemi Light半球光
- Lamp Light点光源
- Spot Light聚光灯
- Area Light面光源
Any of these lamps can be added to the scene by pressing SPACE and by selecting the Lamp menu entry. 这些灯光类型中的任何一种,都何以通过输入空格或在菜单栏中选择灯光加在场景中。 This action adds aLamp Light lamp type.这样就给照明灯选择了照明类型。
To select a different lamp type,or to tune the parameters, you need to switch to the Shading Context window Lamp Buttons. (F5) and Lamp Sub-context ().
选择不同的照明类型,或者调参数,你需要转换到标有“照明按钮”的阴影窗口(F5)以及照明Sub-context(
),
A column of toggle buttons, in the Preview Panel,
The lamp buttons can be divided into two categories: Those directly affecting light, which are clustered in the Lamp and Spot Panels, and those defining textures for the light, which are on the right-hand Texture Panel, which has two Tabs. The tabs are very similar to those relative to materials. In the following subsections we will focus on the first two Panels (Lamp General Buttons.), leaving a brief discussion on texture to the <command>Tweaking Light</command> section (lighting_tweaking_light). 灯光按钮可分为两类:集中在灯光和点光源的直接照明类;另一部分位于右手边材质面板(两个标签页)中,为照明定义材质。这些标签与那些和材料相关的标签类似。接下来我们简要关注前两个面板(灯光常规按钮),将对材质的简要论述留到<command>微调照明</command>一节
The Lamp Panel contains buttons which are mostly general to all lamp types, hence deserve to be explained beforehand.
灯光面板包括对所有灯光类型而言最通用的按钮,因此值得我们首先介绍。
Negative - Makes the light cast 'negative' light, that is, the light shed by the lamp is subtracted, rather than added, to that shed by any other light in the scene.
底片 - 使得光线发射'底片'光,也就是说,被灯光发射出的光线不是被场景中的其它光线增强,而是被减弱了。
Layer - Makes the light shed by the lamp affect only the objects which are on the same layer as the lamp itself.
层 - 使得灯光发射的光线仅仅影响与灯光同一层的物体。
No Diffuse - Makes the light cast a light which does not affect the 'Diffuse' material shader, hence giving only 'Specular' highlights.
无漫反射 - 使得灯光投射的一柱光线不会影响'漫反射'材料的阴影,因此只体现'镜面反射'的置亮。
No Specular - Makes the light cast a light which does not affect the 'Specular' material shader, hence giving only 'Diffuse' shading.
无镜面反射 - 使得灯光投射的一柱光线不会影响'镜面反射'材料的阴影,因此只体现'漫反射'的置亮。
Energy - The energy radiated by the lamp.
能量 - 灯光散射的光能
R, G, B sliders - The red, green and blue components of the light shed by the lamp.
R, G, B滑块 - 灯光发射光线的红绿蓝成分。
Sun Light=|=太阳光
The simplest light type is probably the Sun Light (Sun Light.). 最简单的灯光类型可能就是太阳光了(太阳光。)
A Sun Light is a light of constant intensity coming from a given direction. In the 3D view the Sun light is represented by an encircled yellow dot, which of course turns to purple when selected, plus a dashed line. This line indicates the direction of the Sun's rays. It is by default normal to the view in which the Sun lamp was added to the scene and can be rotated by selecting the Sun and by pressing RKEY.
日光亮度恒定,从一个指定的方向传来。在三维视图中,日光用一个黄色原点表示,当然,被选中时它会变成紫色,并且加上一条虚线。这条虚线指明日光光线的方向。默认情况时该方向正交于日光灯被添加入的场景所在的视图。日光光线的方向可以通过RKEY旋转
The lamp buttons which are of use with the Sun are plainly those described in the 'general' section. An example of Sun light illumination is shown in Sun Light example.. As is evident, the light comes from a constant direction, has a uniform intensity and does not cast shadows.
用于日光的灯光按钮就是我们在'常规'一节中描述的。请参见日光示例。中一个日光照明的例子。很明显,光线来自一个恒定的方向,具有相同的亮度,并且不投射阴影
This latter is a very important point to understand in Blender: no lamp, except for the "Spot" type, casts shadows. The reason for this lies in the light implementation in a scanline renderer and will be briefly discussed in the 'Spot' and 'Shadows' subsections.
理解后者在Blender中尤为重要:除了"点光源"之外,没有灯光会投射阴影。原因是在一个扫描线渲染中光线的实现机制。我们将在'点光源'和'阴影'小节中对其进行简要论述。
Lastly, it is important to note that since the Sun light is defined by its energy, colour and direction, the actual location of the Sun light itself is not important.
最后请注意:既然日光用它的能量,颜色和方向来定义,那么日光本身的实际位置就不重要了。
Sun Light example. shows a second set-up, made by a series of planes 1 blender unit distant one from the other, lit with a Sun light. The uniformity of lighting is even more evident. This picture will be used as a reference to compare with other lamp types.
日光示例。展示了一个二级组织,由一系列间隔一个blender单元的平面组成,用一个日光照亮。光线的一致性更加明显。这幅图将被用来和其它灯光类型进行比较。
| Sun Tips日光提示:
A Sun light can be very handy for a uniform clear day-light open-space illumination. 一个日光对于一个规范的白天开放空间的照明而言十分方便。 The fact that it casts no shadows can be circumvented by adding some 'shadow only' spot lights. 利用它不投射阴影的性质,我们可以添加只投射阴影的点光源。 See lighting_tweaking_light! 参见lighting_tweaking_light |
Hemi Light 半光
The Hemi light is a very peculiar kind of light designed to simulate the light coming from a heavily clouded or otherwise uniform sky. In other words it is a light which is shed, uniformly, by a glowing hemisphere surrounding the scene (Hemi Light conceptual scheme.). 半光是一种很奇特的光。它被设计用于仿真从厚厚的云层或者乌云密布的天空投射过来的光线。也就是说它是一种发射的,均匀的,环绕场景半球的光(半光概念方案。)。
It is probably the least used Blender light, but it deserves to be treated before the two main Blender Lights because of its simplicity.
它可能是Blender中使用最少的光,但是却值得在另外两个主要的Blender光之前介绍,因为它简单。
This light set-up basically resembles that of a Sun light. Its location is unimportant, while its orientation is important. Its dashed line represents the direction in which the maximum energy is radiated, that is the normal to the plane defining the cut of the hemisphere, pointing towards the dark side.
这种光的构成基本类似于日光。它的位置不重要,它的方向重要。它的虚线代表最大能量发射的方向,正交于定义半球切面的方向,指向没有光线的一边。
The results of a Hemi Light for the 9 sphere set up are shown in Hemi Light example. the superior softness of the Hemi light in comparison to the Sun light is evident.
九球构建的半光的效果请参见半光示例。 相比于日光,半光具有明显较高的柔和性。
| Hemi Light Tip半光提示:
To achieve quite realistic, were it not for the absence of shadows, outdoor lighting you can use both a Sun light, say of Energy 1.0 and warm yellow/orange tint, and a weaker bluish Hemi light faking the light coming from every point of a clear blue sky. 为了获得理想效果,如果需要阴影,在室外照明时既可以使用能量1.0的日光配以黄/橙色彩,也可以使用较弱的蓝色半光模拟来自一片晴朗的蓝天。 Outdoor Light example. Sun Light Energy=1 RGB=(1.,0.95,0.8) Sun direction in a polar reference is (135°,135°). Hemi Light Energy#61;0.5 RGB=(0.64,0.78,1.) pointing down. shows an example with relative parameters. 室外光线示例。日光能量=1 RGB=(1.,0.95,0.8) 参考一极的日光方向为(135°,135°)。半光能量#61;0.5 RGB=(0.64,0.78,1.),方向向下。展示相对参数的一个例子。 The figure also uses a World. See the pertinent chapter. 该图页使用一个世界。请参见相关章节。
|
Lamp Light 灯光照明
The Lamp light is an omni-directional point light, that is a dimensionless point radiating the same amount of light in all directions. In blender it is represented by a plain, circled, yellow dot.
灯光是一种全方向的点光源。也就是说,这个点没有维度概念,在所有方向上发射相同量度的光线。在Blender中用一个清晰的黄色圆点表示。
Being a point light source the light rays direction on an object surface is given by the line joining the point light source and the point on the surface of the object itself.
作为一个点光源,光线在一个物体表面上的发射方向使用光源所在点和物体表面点之间的连线来确定的。
Furthermore, light intensity decays accordingly to a given ratio of the distance from the lamp.
另外,光线强度按比例随着与到灯之间的距离的拉大而减小。
Besides the above-mentioned buttons three more buttons and two sliders in the Lamp Panel are of use in a Lamp light (Lamp Light Buttons.):
除了前面提到过的,另外在灯光面板还有三个按钮和两个滑块用于灯光照明(灯光照明按钮。):
Distance - This gives, indicatively, the distance at which the light intensity is half the Energy. Objects closer than that receive more light, object further than that receive less light. 距离 - 指定光线能量缩减到1/2时的距离。物体近于该距离则接收到较多的光线,物体远于该距离则接收到较少的光线。
Quad - If this button is off, a linear - rather unphysical - decay ratio with distance is used. If it is on, a more complex decay is used, which can be tuned by the user from a fully linear, as for Blender default, to a fully - physically correct - quadratic decay ratio with the distance. This latter is a little more difficult to master, it is governed by the two Quad1 and Quad2 Num Buttons and will be explained later on.
二次 - 按钮弹起,与距离成线性关系衰减。按钮按下,衰减较为复杂。用户可以在完全线性衰减(Blender缺省)到二次衰减(符合物理模型)任意调节。后者掌握起来比较困难,它是由二次1和二次2两个按钮共同控制的,我们之后再对其进行解释。
Sphere - If this button is pressed the light shed by the
source is confined in the Sphere of radius Distance rather than going to infinity
with its decay ratio.
球体 - 按下这个按钮,光源发射的光线将被封闭再一个球体内,而不是按照衰减率发射到无限远。
Following Lamp Light example. In Quad examples Quad1=0, Quad2=1. shows the same set-up as in the latter Sun light example, but with a Lamp light of different Distance values and with Quadratic decay on and off.
接下来的灯光照明示例。二次示例 二次1=0,二次2=1。展示了与太阳光示例后面部分中相同的构件,但是使用了不同的距离值,并且二次开关有打开和关闭两种情况。
The effect of the Distance parameter is very evident, while the effect of the Quad button is more subtle. In any case the absence of shadows is still a major issue. As a matter of fact only the first plane should be lit, because all the others should fall in the shadow of the first.
距离参数的效果是十分明显的,二次按钮的效果就要差许多。无论如何,缺少阴影仍然是一个大问题。实际上只有第一个平面应该被照亮,因为其它平面都在第一个平面的阴影里。
For the Math enthusiasts, and for those desiring deeper insight, the laws governing the decay are the following.
对于数学爱好者和那些喜欢刨根问底的人来说,下面列出的衰减计算公式会有所帮助。
Let math:D be the value of the Distance Numeric Button, math:E the value of the Energy slider and math:r the distance from the Lamp to the point where rhe light intensity math:I is to be computed.
赋值 math:D 为距离数字按钮的值 赋值 math:E 为能量滑块的值 赋值 math:r 为光源到需要计算光线强度 math:I 的点之间的距离
If Quad and Sphere buttons are off:
如果没有按下二次和球体按钮:
[[math:I = E \frac{D}{D+r}]]
It is evident what affirmed before: That the light intensity equals half the energy for math:r=D.
正如前面提到的,很明显,math:r=D时光线强度等于能量的1/2
If Quad Button is on:
如果按下二次按钮:
[[math:I = E \frac{D}{D + Q_1 r} \frac{D^2}{D^2 + Q_2 r^2}]]
This is a little more complex and depends from the Quad1 (math:Q_1) and Quad2 (math:Q_2) slider values.
这就更加复杂了,并且依赖于二次1(math:Q_1)和二次2(math:Q_2)
Nevertheless it is apparent how the decay is fully linear for math:Q_1=1, Q_2=0 但是显然math:Q_1=1, Q_2=0时衰减时完全线性的
and fully quadratic for math:Q_1=0, Q_2=1
math:Q_1=0, Q_2=1时衰减时完全二次性的
this latter being the default.
后者是缺省设置
Interestingly enough if math:Q_1=Q_2=0 then light intensity does not decay at all.
math:Q_1=Q_2=0时结果很有趣:光线亮度不衰减。
If the Sphere button is on the above computed light intensity math:I is further modified by multiplication by the term which has a linear progression for math:r from 0 to math:D and is identically 0 otherwise.
如果球体按钮按下,上面计算的光线亮度math:I还要乘以一个系数.该系数math:r从0到math:D递增而线性增大,否则始终为0
If the Quad button is off and the Sphere button is on: 如果二次按钮弹起并且球体按钮按下:
[[math:Is = E \frac{D}{D+r} \frac{D - r}{D} \; \text{if} r < D; \; 0 \text{otherwise}]]
If both Quad and Sphe buttons are on:
如果二次按钮和球体按钮都按下:
[[math:Is = E \frac{D}{D + Q_1 r} \frac{D^2}{D^2 + Q_2 r^2} \frac{D - r}{D} \; \text{if} r < D; \; 0 \text{otherwise}]]
Might be helpful in understanding these behaviours graphically.
看图可能有助于理解这些行为。
| Lamp Light Tip 灯光照明提示
Since the Lamp light does not cast shadows it shines happily through walls and the like. 由于灯光照明不投射阴影,它会穿越墙和类似的物体。 If you want to achieve some nice effects like a fire, or a candle-lit room interior seen from outside a window, the Sphere option is a must. By carefully working on the Distance value you can make your warm firelight shed only within the room, while illuminating outside with a cool moonlight, the latter achieved with a Sun or Hemi light or both. 如果你象获得更好的象火的效果,或是从窗外看一间被蜡烛照亮的房间,球体选项就是必须的。通过小心的调节距离值,你可以使温暖的火光只照射在房间内,房间外使用清冷的月光,后者通过日光、半光或是两者的结合来实现。
|
Spot Light 聚光灯
The Spot light is the most complex of Blender lights and indeed, for a long time, among the most used thanks to the fact that it was the only one able to cast shadows. Today, with the integration of a ray tracer within the internal render engine of Blender, all lamp can cast shadows if needed, but in some cases, using the good old Spot (especially for volumetric lighting) is quite useful.
很长时间以来,聚光灯是Blender常用灯光中最复杂的。因为它是唯一可以投射阴影的灯光。今天,通过在Blender内部渲染引擎中集成了光线追踪,如果需要的话,所有灯光都可以投射阴影。但是在一些情况下,原有的聚光灯(特别是立方体照明)仍然特别有帮助
A Spot light is a cone shaped beam generated from the light source location, which is the tip of the cone, in a given direction. Spot Light Scheme. should clarify this.
聚光灯光线是产生于光源的圆锥形光柱,在一个给定的方向上,光源位于圆锥形顶点。聚光灯方案应该明确这一点。
The Spot light uses all buttons of a Lamp Light, and with the same meaning, but it is so more complex that it needs a second Panel of buttons (The Lamp Options buttons): Spot.
聚光灯使用灯光照明的所有按钮,含意也相同,但是更加复杂的是它还需要量外一个面板的按钮(灯光选项按钮):聚光灯。
Spot Options 聚光灯选项
Shadows - Toggles shadow casting on and off for this spot.
阴影 - 为该聚光灯开/关阴影投射。
Only Shadow - Let the spot cast only the shadow and no light. This option will be analysed later on in lighting_tweaking_light.
仅阴影 - 使聚光灯仅仅投射阴影而没有光线。该选项将在之后的lighting_tweaking_light中被分析。
Square - Spot lights usually by default cast a cone of light of circular cross-section. There are cases where a square cross section would be helpful, and indeed have a pyramid of light rather than a cone. This button toggles this option.
Square - 聚光灯缺省时投射一个圆锥形的光柱(横截面是一个圆)。有时方形的横截面会很有帮助,此时光柱由圆锥形变成金字塔形。该按钮开关这一选项。
Halo - Let the spot cast a halo as if the light rays were passing through a hazy medium. This option is explained later on in the 'Volumetric Light' section (lighting_volumetric_light). 光晕 - 使聚光灯投射光晕,就像光线经过一个模糊的介质。该选项将在立方体光线中阐述(lighting_volumetric_light)。
Spot Buttons 聚光灯按钮
The rightmost column of buttons in the Spot Panel handles Spot geometry and shadows (Spot Light Buttons.):
聚光灯面板最右边的一排按钮处理聚光灯几何属性和阴影(聚光灯按钮)
SpotSi - The angle at the tip of the cone, or the Spot aperture.
聚光灯Si - 圆锥体顶角角度,或是聚光灯孔径
SpotBl - The blending between the light cone and the surrounding unlit area. The lower the sharper the edge, the higher the softer. Please note that this applies only to the spot edges, not to the softness of the edges of the shadows cast by the spot, these latter are governed by another set of buttons described in the 'Shadows' subsection.
聚光灯Bl - 光照圆锥体和周围非光照区域之间的混合。边界越低越锐化,越高越平滑。请注意该效果只存在于聚光边界,由聚光灯投射的阴影边界的平滑不受影响。
HaloInt - If the Halo button is On this slider defines the intensity of the spot halo. Again, you are referred to lighting_volumetric_light.
光晕Int - 如果光晕按钮按下,这个滑块定义聚光灯光晕的亮度。仍请参考lighting_volumetric_light。
The bottom button group of the Spot light governs shadows and it is such an ample topic that it deserves a subsection by its own. Before switching to Shadows, Spot Light Examples for SpotSi equal to 45° shows some results for a Spot light illuminating our first test case for different configurations.
聚光灯照明底部的按钮组控制阴影,这是一个内容丰富的话题,值得为其另辟一节专门讨论。在转而讨论阴影之前,聚光灯Si等于45°时的聚光灯照明示例为我们展示了不同的设置应用于第一个测试实例时聚光灯照明的效果。
| Note: In Spot Light Examples for SpotSi=45° shadows are turned off! Shadows are treated in the next section.
在聚光灯Si等于45°中我们关闭了阴影,阴影将在下一节中讨论。 |
Area Light 区域照明
The Area Light is intended to simulate light originating from surface (or surface-like) emitters: a TV screen, your supermarket's neons, a window, a cloudy sky... It produces shadows with soft borders (sharp borders are most of the time the product of point-like artifical lights) by sampling a lamp along a grid of the size defined by the user.
区域照明是用于模拟发射自表面(或是类表面)的光线:电视机屏幕,您的超市荧幕,一扇窗户,一片多云的天空…… 它对一个灯光沿着用户定义尺寸的栅格进行采样,从而产生边界柔和的阴影(多数情况下锐化边界是由类似点光源的灯光产生的)。
The following picture (Principles behind the Area Light) helps to understand how the soft shadows are simulated.
下面的图片(区域照明的原理)帮助我们理解平滑阴影是如何被模拟出来的。
(a) is the Area Light as defined in Blender. If its shape is Square, then the softness of the shadow is defined by the number of light Samples on each direction of the shape. For example,
(a) 是Blender中定义的区域照明。如果它的形状是正方形,那么阴影的平滑就是用对该形状每个方向上的光线进行采样的方法获得的。例如,
(b) illustrates the equivalent case of an Area Light (Square shape), with 3 Samples: the Area Light is then considered as a grid with a resolution of 3 in each direction, and with a Light dupliverted at each node (totaling 9 Lights).
(b) 展示等价的区域照明(正方形)的例子,三个实例:区域照明被认为是各个方向上粒度都为3的栅格,光线均匀分布在每个栅格中(一共9格)。
In the (a) case, if Energy = E, in the (b) case, the Energy of each individual equivalent Light is equal to E/(No of lights). Each Light produces a faint shadow (proportional to the Energy of the Light), and the overlay of the shadows produces the soft shadows (they are darker where the individual shadows overlap a lot, and lighter everywhere else).
在(a)中,如果能量 = E,在(b)中每条光线的能量即为 E / 光线数量。每条光线都制造一个阴影(与光线能量成正比),阴影的重叠就制造了平滑阴影(阴影重叠的地方阴影较深,反之则较浅)。
Area Light Options 区域照明的选项
When the Area Light type of Light is selected, you immediately gain access to two new buttons in the Area Light's Lamp Panel. The first one lets you choose the Shape of the Area light:
当在灯光类型中选择了区域照明时,在区域照明灯光面板中你就会立刻获得两个新的按钮。第一个让你选择区域照明的形状:
Square - The Area Light emitter has a square shape. The dimension of the emitter is set through the Size numeric button.
正方形 - 区域灯光发射体呈正方形。发射体的维度通过尺寸数字按钮设置。
Rect - The Area Light emitter has a rectangular shape. The dimension of the emitter is set through two numeric buttons: SizeX and SizeY.
矩形 - 区域灯光发射体呈矩形。发射体的维度通过两个数字按钮设置:尺寸X和尺寸Y。
The other button(s) define(s) the dimensions of the Area Light:
其它按钮定义区域的尺寸:
Size, SizeX, SizeY – Sets the dimensions of the Area Light according to its shape: Size x Size for the Square Area Light, and SizeX x SizeY for the Rect Area Light.
尺寸, 尺寸X, 尺寸Y - 根据形状设置区域照明的维度:正方形区域尺寸 x 尺寸;矩形区域尺寸X x 尺寸Y。
| Shape Tips:
Choosing accordingly the shape of your Area Light will enhance the believability of your scene. For an indoor scene, for example, you would like to place a Rect Area Light in order to simulate the light coming through a window (vertical) or from neons (horizontal) with proper ratio for SizeX and SizeY. For the simulation of the light emitted by a TV-screen, on the other hand, a vertical Square Area Light would be better in most cases. 根据你照明区域的形状进行选择将会增加场景的逼真度。举个例子,对于一个室内场景,为了模拟从一扇窗户(垂直)中透过的光线,你可能会设置一个尺寸X和尺寸Y比例合理的矩形区域。 |
Area Light Buttons 区域照明按钮
You gain access to other parameters when you activate the Ray Shado button in the Shadow and Spot Panel (Area Light's Shadow Panel). In the Render Panel of the Scene Buttons (F10) menu, you also need to activate the Shadow and Ray buttons.
当你激活阴影和聚光灯面板(区域照明阴影面板)中的射线阴影按钮时,就可以控制其它参数了。在场景按钮菜单(F10)的渲染面板中,你也需要激活阴影和射线按钮。
Samples – Sets the amount of samples taken to simulate the Area Light. The more samples, the more soft will the shadows look but the longer will last the render, too. For Square Area Lights, you have to set only one samples value (Samples). For Rect Area Lights, you can set different samples values in the two co-planar directions of the Area Light (SamplesX and SampleY).
采样 - 设置用于模拟区域照明的采样数量。采样数量越多,阴影看上去越柔和,但渲染时间也越长。对于正方形区域照明,你只能设置一个采样值(采样)。对于矩形区域照明,你可以设置在区域照明的两个平面方向上设置不同的采样值(采样X和采样Y)。
The three following parameters are intended for artificially boost the soft shadow effect, with possible quality loss, as shown in Example of an Area Light with Samples 2.0: Dither only, Noise only, and Dither plus Noise:
接下来的三个参数用于增强阴影的平滑效果,但是可能会有质量损失。请见采样值为2.0的区域照明:仅抖动,仅噪声,和抖动加噪声:
Umbra - You need Samples values equal to or greater than 2 to see any influence of this button. Umbra lets you emphasize the intensity of shadows in the area fully protected by the direct rays shot by the lighting source: the light transition between fully shadowed areas and fully lit areas change more quickly.
日蚀 - 采样值必须不小于2,查看该按钮的任意想过。日蚀允许你增强被光源发射直接光线包围的区域中的阴影深度:在完全阴影区域和完全照亮区域之间,光线急剧转换。
Dither – Applies a sampling over the borders of the shadows, quite the same way anti-aliasing is applied by the OSA button on the borders of an object. It artificially softens the borders of shadows; when the Samples is set very low, you can expect poor results, so Dither is better used with medium Samples values. It is not useful at all with high Samples values, as the borders will appear already soft.
抖动 - 在阴影边界应用采样,相同地,通过OSA按钮在物体边界应用反走样。这样可以逼真地锐化阴影的边界;当采样值很低时,效果很差,所以抖动和中度采样值一起使用。高采样值在边界已经很平滑的情况下没有什么效果。
Noise - The shadow samples are offseted from each other in a pseudo-random way, which artificially soften the borders of the shadows. Once again, this option is not very useful when you use high Samples values; the drawback is that this Noise generates quite visible grainyness.
噪声 - 阴影采样值的间值呈伪随机数序列,将逼真地模拟阴影的边界。同样,该选项在高采样值时效果没什么效果;不利之处在于噪声会产生可见的灰色效果。
To sum up the use of these three buttons, let's say that if your computer has a low computing power and if you want to use Area lamps and raytracing anyway, you could find useful to set a low Samples value (like 2.00) and activate the buttons Dither and/or Noise in order to simulate slightly softer shadows. It should be considered obvious that these results will never be better than the same lighting with high Samples values.
总结这三个按钮的用法,我们可以得出结论:如果你的计算机主频不高,但是你想使用区域照明和光线追踪等特性,你最好设置一个较低的采样值(例如2.00),并且激活抖动和/或噪声,从而简单地平滑一下阴影。当然这些方法的效果永远不如你使用一个较高的采样值。
| Area Light tips 区域照明提示:
You will note that changing the Size parameter of your Area lamp doesn't effect the lighting intensity of your scene. On the other hand, rescaling the lamp using the SKEY could dramatically increase or decrease the lighting intensity of the scene. This behavior has been coded this way so that you can fine tune all your light setting and then decide to scale up (or down) the whole scene without suffering from a drastic change in the lighting intesity. If you only want to change the dimensions of your Area lamp, without messing with its lighting intensity, you are strongly invited to use the Size buttons instead. 你会注意到,改变区域灯光的尺寸参数不会影响场景的照明亮度。从另一方面说,使用SKEY调节灯光将会使场景的亮度有显著的改变。这个特性使你能够对所有灯光设置进行调节,然后再调亮或是调暗整个场景,而不会受灯光亮度剧烈变化的影响。如果你仅仅想改变区域照明的维度,而不想影响它的亮度,我们强烈建议你使用尺寸按钮。 |
| Area Light tips 区域照明提示:
With equal Energy and Dist values, an Area Light and a regular Lamp Light will not light the scene with the same efficiency. The Area Light will have a tendancy to 'blow out' the highlights, but this can be corrected using the Exp slider in the World buttons. 能量和距离相等时,区域灯光和常规灯光对相同场景的照明效果是不同的。区域灯光会使场景更亮,不过我们可以通过世界按钮组中的程度滑块对其进行修正。 |
|


















