Manual/PartVI/Exposure
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Exposure and Range
暴光范围
The 暴光 和 范围 NumButtons in the World Panel of the World Buttons (Exposure and Range Buttons) are working similar to the "Colour Curves" Tool in Gimp or Photoshop.
Literal|暴光}} 和 范围 按钮]] ,暴光和范围按钮在整个按钮面板中与Gimp和photoshop中的"颜色曲线"工具是一样的. Previously Blender clipped color straight with '1.0' (or 255) when it exceeds the possible RGB space. This causes ugly banding when light overflows (An overexposed Teapot).
之前当颜色超出RGB颜色空间的时候,Blender就会省略颜色,因为当光照射时会有难看的带条(茶壶暴光过度). , Using an exponential correction formula, this now can be nicely corrected.
使用公式修正指数后,现在的感觉好多了,
- Exp is the exponential curvature, with 0.0 being linear, and 1.0 being curved.
- Range sets the range of input colors that are mapped to visible colors (0.0-1.0).
- Exp 指数曲率,0.0为直线,1.0就会弯曲.
- Range 放置颜色的范围都会看到颜色(0.0-1.0)
So without Exposure we will get a linear correction of all colourvalues.
- Range > 1.0: the picture will become darker (Range 2.0).
- Range < 1.0: the picture will become brighter (Range 0.5).
没有暴光后,所有颜色修正直线.
With a linear correction every colourvalue will get changed, which is probably not what we want. Exposure brightens the darker pixels, so that the darker parts of the Image won't be changed at all (Range 2.0, Exposure 0.3).
修正直线后所有的颜色都会改变,可能不是我们想要的,暴光使暗色变亮,所以暗色部分不会改变多少,范围2.0,暴光0.3.
| Finding the optimal Settings:
Try and find the best Range value, so that overexposed parts are just not too bright. Now turn up the Exposure value, until the overall brightness of the image is satisfying. This is especially usefull with Area Lamps. |
寻找最佳设置 尝试寻找最佳的范围值, 这样暴光过度的部分就不会太亮. 现在转向暴光部分, 直到整张图片达到满意效果.
区域灯在这里非常有用.
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