First Steps
第一步
What should you do if you want to light a scene using Global Illumination? Which workflow leads me quickly to
the best results?
如果你想用全局光源照亮一个场景,你应该怎么做?哪个工作流程能让我快速得到最好的结果?
-
Activate Global Illumination in the Render Settings ("Effects … " button).
在渲染设置中激活全局光源效果按钮
-
Set 预备Preset 预置 to
an appropriate setting. Any subsequent test renderings must be done at a reasonable rate of speed.
Otherwise the test render phase could turn into an arduous process. Follow these steps to make sure this
does not happen:
适当的环境。任何后续的测试渲染都必须以合理的速度进行。否则,测试渲染阶段可能会变成一个艰难的过程。遵循以下步骤,确保这种情况不会发生:
-
Render at lower 在低处渲染resolutions 决议
(e.g., 320 x 240 is often sufficient to check the brightness of a scene or part of a scene) or:
(例如,320x240通常足以检查一个场景或场景的一部分亮度)或:
-
Use the 使用Interactive Render Region 交互式渲染区域 (IRR) at a lower
resolution.
以较低的分辨率(IRR)进行分析
-
First, concentrate on the brightness, light dispersion and similar elements.
首先,集中在亮度,光色散和类似的元素
Determine if you need additional light sources. The 确定你是否需要额外的光源Gamma 伽马 value ( 值(General 常规 tab) can be increased, if
necessary (keep in mind also the Color Mapping parameter 选项卡)可以增加,如果必要的话(请记住还有颜色映射参数here 这里 and 及here 这里).
-
Once you are satisfied with the lighting of your scene you can turn your attention to the GI quality.
First, check to see if you can implement 一旦你满意你的场景的照明,你可以把你的注意力转移到胃肠道质量。首先,检查是否可以实现Portals 入口 or Polygon/Area Lights. This
can improve the render quality and shorten the render time enormously.
或多边形/区域灯光。这可以极大地提高渲染质量和缩短渲染时间
-
Now begin increasing the GI quality by defining a higher quality Preset - or by adjusting individual
settings.
现在通过定义一个更高的质量预置或通过调整个人设置开始提高 GI 质量
Error Correction
更正错误
GI shadows not rendered precisely enough?
GI 阴影渲染得不够精确?
For Portals and Polygon Lights activate the Force Per-Pixel
option.
对于门户和多边形灯激活每像素力选项。
Spotty renderings?
斑斑点点的渲染?
In most cases, raising the Samples value (General tab) will help.
在大多数情况下,提高样本值(常规选项卡)将有所帮助。
Rendering takes too long?
渲染时间太长?
Are the Samples, Records Density or values too
high? Is one or more of the following activated (these options improve image quality but slow rendering): Distance map for Polygon
Lights/Portals activated? Refractive
Caustics activated (Options tab)?
样本、记录密度或数值是否过高?是否激活下列一个或多个选项(这些选项提高图像质量,但渲染缓慢) : 激活多边形灯/门户的距离图?折射焦散激活(选项标签) ?
Have you activated Primary Method and Secondary
MethodQuasi-Monte Carlo (QMC) modes? 2 times QMC produces the best quality but is by far the slowest GI mode.
你激活了初级方法和次级方法准蒙特卡罗(QMC)模式吗?2次 QMC 产生最好的质量,但是是目前为止最慢的 GI 模式。
Are the values for Samples or Record Density too high? Is Force
Per-Pixel enabled for polygon lights/portals? Check your Refractive
Caustics settings.
样本或记录密度的数值是否太高?是否为多边形灯/门户启用每像素力?检查你的折射焦散设置。
Maybe you’ve enabled the saving and loading of overly large radiosity maps (Cache
tab).
也许您已经启用了保存和加载过大的辐射度映射(缓存选项卡)。
Unfortunately there are innumerable more reasons for slow rendering.
不幸的是,还有无数的理由导致渲染速度慢。