PyroCluster
PyroCluster is a plugin for Cinema 4D that provides a powerful toolset for creating such effects as realistic clouds, haze, fire and smoke. With PyroCluster you have a virtually unlimited number of volume effects.
PyroCluster 是 Cinema 4D 的一个插件,它提供了一个强大的工具集,可以创建逼真的云彩、烟雾、火焰和烟雾等效果。使用 PyroCluster,你可以获得几乎无限的体积效果。
PyroCluster effects are real 3D effects that will work with any Cinema 4D-compatible particle system. For example, spectacular PyroCluster effects can be combined with the powerful animation features of the optional Thinking Particles.
PyroCluster 效果是真正的3D 效果,可以与任何 Cinema 4d 相容的粒子系统一起使用。例如,壮观的 PyroCluster 效果可以与强大的可选的 Thinking Particles 动画特性相结合。
PyroCluster is fully compatible with Thinking Particles; see your Thinking Particles manual for an example of how to combine these two application elements. For more information on Thinking Particles, please contact your local dealer or visit www.maxon.net.
PyroCluster 与 Thinking Particles 完全兼容; 有关如何组合这两个应用程序元素的示例,请参阅 Thinking Particles 手册。欲了解更多关于 Thinking Particles 的信息,请与当地经销商联系或访问 www.maxon. net。
All effects are based on particles; each particle becomes a puff and is rendered as a real volumetric effect. A particle’s color can be determined by its age and a gradient controller. This makes it easy, for example, to create white smoke at the beginning and a dark oily smoke at the end of the particle’s life span.
所有的效果都是基于粒子,每个粒子变成一个泡芙,并呈现为一个真正的体积效果。粒子的颜色可以由粒子的年龄和梯度控制器来决定。例如,这使得在粒子的生命周期开始时很容易产生白色烟雾,在结束时产生黑色油性烟雾。
An unlimited number of spectacular volume effects are possible with PyroCluster, including (but not limited to) vapory effects, solid rock effects and pyroclastic effects
有了火山团簇,壮观的体积效果是可能的,其中包括(但不限于)蒸汽效果、固体岩石效果和火山碎屑效果
Technologies developed for PyroCluster
为 PyroCluster 开发的技术
PyroCluster integrates the following technologies:
PyroCluster 集成了以下技术:
Apperceptive 3D Shading Algorithms
一种感知式三维阴影算法
To be there or not to be there …
去还是不去。
This may sound like a strange thing to say, but this statement really does apply to PyroCluster. Apperceptive 3D shading renders extremely fast. During rendering, PyroCluster uses a method synchronized to the human perception (hence the name apperceptive). For example, missing elements of an image are augmented or substituted automatically using apperceptive methods. Human perception is based in part on experience and expectation.
这听起来可能有点奇怪,但是这种说法确实适用于 PyroCluster。敏锐的3D 阴影渲染速度极快。在渲染过程中,PyroCluster 使用了一种与人类感知同步的方法(因此得名 apperceptive)。例如,使用感知方法自动增强或替换图像中缺失的元素。人类的感知部分基于经验和期望。
What you see in the image below is not smoke. What you see is a simulation of an effect that you recognize as smoke. Your brain knows exactly what smoke looks like and will interpret something that looks like smoke as such.
你在下面的图片中看到的不是烟雾。你看到的是一个效果的模拟,你认为是烟雾。你的大脑准确地知道烟雾是什么样子的,并且会解释看起来像烟雾的东西。
PyroCluster’s render algorithm renders the above image as an accumulation of hollow, gray spheres. But that’s not all. Apperceptive 3D shading takes into account much more in order to achieve realistic-looking effects. Unfortunately it would require a huge written volume if we wanted to go into detail about how this works. Simply keep in mind that PyroCluster technology is based on the use of intelligent spheres - in the following referred to as puffs or volumetric particles.
PyroCluster 的渲染算法将上面的图像渲染成中空的灰色球体的聚集。但这还不是全部。感知的3D 阴影考虑到更多,以实现现实的外观效果。不幸的是,如果我们想要详细了解这是如何工作的,就需要大量的书面材质。简单地记住,PyroCluster 技术是基于智能球体的使用——以下简称为气泡或体积粒子。
排除光线
PyroCluster is a real volume tracer that uses advanced volume calculations. Unfortunately, atmospheric effects usually take a while to render. You must take care when using several light sources in a PyroCluster scene. On the one hand, one or two lights are all that you need to light the effect. On the other hand, it is virtually impossible to light an entire scene using just two lights.
PyroCluster 是一种使用先进的体积计算的真实体积示踪剂。不幸的是,渲染大气效果通常需要一段时间。在 PyroCluster 场景中使用多个光源时,你必须小心。一方面,一两盏灯就足以点亮整个效果。另一方面,仅仅用两盏灯照亮整个场景几乎是不可能的。
So that you can choose which lights in your scene will influence any PyroCluster effects, in the Attribute Manager each light source has two options on the Scene page: PyroCluster Illumination and PyroCluster Shadow Casting.
所以你可以选择你的场景中哪些灯光会影响任何 PyroCluster 效果,在属性管理器中,每个光源在场景页面上有两个选项: PyroCluster 照明和 PyroCluster 阴影施法。
These are global settings; all PyroCluster effects in a scene will be influenced; other objects in the scene are not affected by these settings. 这些是全局设置; 场景中的所有 PyroCluster 效果都会受到影响; 场景中的其他物体不会受到这些设置的影响这就是它的工作原理:
You can choose how each light source will affect PyroCluster puffs.
你可以选择每个光源如何影响 PyroCluster 喷射。
To describe the effect of light exclusion, we will use the simple scene above. The scene contains two light sources both pointing towards the PyroCluster effect, and both set to cast shadows. Disabling PyroCluster Illumination is useful when you are trying to control just the lighting of the PyroCluster effect, leaving shadows as they are. With both options disabled we see the effects of other light sources.
为了描述光排斥的效果,我们将使用上面的简单场景。场景包含两个指向 PyroCluster 效果的光源,并且都设置为投射阴影。禁用 PyroCluster 照明在你试图控制 PyroCluster 效果的照明时很有用,只留下阴影。当两个选项都被禁用时,我们可以看到其他光源的效果。
PyroCluster is a real volume tracer that uses advanced volume calculations. Unfortunately, atmospheric effects usually take a while to render. You must take care when using several light sources in a PyroCluster scene. On the one hand, one or two lights are all that you need to light the effect. On the other hand, it is virtually impossible to light an entire scene using just two lights.
PyroCluster 是一种使用先进的体积计算的真实体积示踪剂。不幸的是,渲染大气效果通常需要一段时间。在 PyroCluster 场景中使用多个光源时,你必须小心。一方面,一两盏灯就足以点亮整个效果。另一方面,仅仅用两盏灯照亮整个场景几乎是不可能的。
So that you can choose which lights in your scene will influence any PyroCluster effects, in the Attribute Manager each light source has two options on the Scene page: PyroCluster Illumination and PyroCluster Shadow Casting.
所以你可以选择你的场景中哪些灯光会影响任何 PyroCluster 效果,在属性管理器中,每个光源在场景页面上有两个选项: PyroCluster 照明和 PyroCluster 阴影施法。
The scene contains two light sources both pointing towards the PyroCluster effect, and both set to cast shadows. Disabling PyroCluster Illumination is useful when you are trying to control just the lighting of the PyroCluster effect, leaving shadows as they are. With both options disabled we see the effects of other light sources.
场景包含两个指向 PyroCluster 效果的光源,并且都设置为投射阴影。禁用 PyroCluster 照明在你试图控制 PyroCluster 效果的照明时很有用,只留下阴影。当两个选项都被禁用时,我们可以看到其他光源的效果。
These are global settings; all PyroCluster effects in a scene will be influenced; other objects in the scene are not affected by these INDEX Shader / Animation / settings.
这些是全局设置; 场景中的所有 PyroCluster 效果都会受到影响; 场景中的其他对象不会受到这些 INDEX 着色器/动画/设置的影响。
对 PyroCluster 的首次观察
How are PyroCluster effects created?
如何创建 PyroCluster 效果?
Smoky effects require many complex fractal calculations to produce the particles that make up the volume. PyroCluster uses many of these rays to create the full 3D volume effect. As the rays travel deep into the puff’s volume, a fractal calculation is made at every relevant point to produce the correct volume density. This is a number-intensive calculation and you can expect it to take some time; volumetric effects simply cannot be calculated quickly — you might already know this if you have used volumetric lights. A faster processor will always speed up the rendering of PyroCluster’s effects.
烟雾效果需要许多复杂的分形计算来产生构成体积的粒子。PyroCluster 使用许多这样的射线来创建完整的3D 体积效果。当射线深入泡沫体积时,对每个相关点进行分形计算以得到正确的体积密度。这是一个数字密集型的计算,你可以预计它会花费一些时间; 体积效果根本无法快速计算ーー如果你使用了体积灯,你可能已经知道这一点。一个更快的处理器总是会加速 PyroCluster 效果的渲染。
Having said that, PyroCluster is built to be efficient and provides many powerful features to help reduce render time. There are many ways to fine-tune your scenes; one particularly useful one is found in the Volume Tracer settings. Changing just one setting here, World Step Size, can save hours or even days of rendering time.
尽管如此,PyroCluster 的构建是高效的,并且提供了许多强大的特性来帮助减少渲染时间。有许多方法来微调你的场景; 一个特别有用的是在体积跟踪设置。在这里只改变一个设置,World Step Size,可以节省渲染时间几个小时甚至几天。
To obtain faster render times try increasing this value
若要获得更快的渲染时间,请尝试增加此值
PyroCluster-VolumeTracer
使用 PyroCluster