Physical Sky
物理天空
物理天空
Creating a Sky 创造天空
To create a sky, simply follow these steps:
要创造一个天空,只需按照以下步骤:
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In the menu at the top of your interface, select 在界面顶部的菜单中,选择Create / Physical Sky / Physical
Sky 创建/物理天空/物理天空.
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In the 在Object Manager 对象管理器, double-click on the newly created Sky object, click on the
"Load Weather Preset" button and select one of the available skies from the menu.
,双击新创建的天空对象,点击“加载天气预置”按钮,并从菜单中选择一个可用的天空
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If necessary, enter the time of day (in the 如有需要,请输入一天的时间(在Beginner 初学者 tab’s 标签Time 时间 settings) your simulation should take place. In the 设置)你的模拟应该进行。在City 城市 setting, select the city nearest your simulation’s location. Now the position
of the sun in your simulation has clearly been defined.
设置,选择最接近模拟位置的城市。现在太阳在你的模拟中的位置已经被清楚地定义了
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If desired, clouds can be created as well. To do so, enable the 如果需要,也可以创建云Clouds 云彩 option in
the Sky Manager.
天空管理器中的选项
You have already created the most important attributes: The sky itself with 2D clouds, and the sun.
你已经创建了最重要的属性: 天空本身有二维云和太阳。
All additional effects can now be set in the Sky Manager. By switching to the Advanced mode in the Object tab, you can access all
effects Sky has to offer.
所有附加效果现在都可以在天空管理器中设置。通过切换到高级模式的对象标签,你可以访问的所有效果天空已经提供。
Physical Sky can simulate many weather and sky effects.
物理天空可以模拟许多天气和天空效果。
- Clouds (2D and 3D) 云(2D 和3D)
- The stars and planets of our solar
system 我们太阳系的恒星和行星
- Rainbows 彩虹
- Fog 雾
- Sunbeams 阳光
Which light sources does Physical Sky use?
物理天空使用哪种光源?
After Physical Sky has been selected, internal light sources will automatically be
placed into the scene. These light sources can only be edited to a certain degree.
物理天空被选中后,内部光源将自动放置到场景中。这些光源只能在一定程度上进行编辑。
These light sources are:
这些光源是:
- A sun light source, similar to an 太阳光源,类似于Infinite Light 无限光明, whose properties are
automatically defined by the time of day with respect to position, color, and brightness. Hard shadow and area
shadow are located in the Sky Manager’s ,其属性是自动定义的时间与位置,颜色和亮度。硬阴影和区域阴影位于天空管理器Sun 太阳 tab. 标签
- A moon light
source, similar to an Infinite Light, whose properties are automatically defined by the time of day with
respect to position and brightness. It uses a 一种月光光源,类似于无限光源,其特性根据一天中的时间自动确定,与位置和亮度有关。它使用一个Hard 用力 shadow. 阴影
- A
large, semi-spherical Area Light that simulates the light a sky would radiate. This light source’s color is
the average of the color of the sky (without clouds), and casts no shadows. It will be turned off if you use
GI. 模拟天空辐射光线的大型半球形面积光源。这个光源的颜色是天空颜色的平均值(没有云) ,没有投下阴影。如果使用 GI,它将被关闭
- Only relevant for GI: The sky itself, consisting internally of a Sky object, also emits
light for each (internal) 只与 GI 有关: 天空本身,由天空对象的内部组成,也为每个(内部)发射光Luminance 亮度 material channel. 材质通道
Sun and moon light sources can be replaced with your own light sources (see Sun Light Tab).
太阳和月亮光源可以替换为您自己的光源(见太阳光标签)。
Of course you can place light sources as you see fit, but they will not influence the Sky effects. As is so
often the case, there is an exception to the rule: you can light volumetric clouds with your own light sources
(see Volumetric).
当然你可以放置你认为合适的光源,但是它们不会影响天空效果。通常情况下,有一个例外: 你可以用你自己的光源照亮体积云(见容积)。
Creating Clouds Quickly
快速制作云彩
Follow these steps to quickly create useful shapes for volumetric clouds:
按照以下步骤快速创建体积云的有用形状:
- Create a sphere primitive and make it editable ( 创建一个球体原语并使其可编辑(C-key) - 按键)
- Create a cloud ( 创建一个云(Create / Physical Sky /
Cloud 创建/物理天空/云) and set the sphere’s position to that of the cloud’s by using the )并将球体的位置设置为云的位置Transfer 转移 function ( 函数(Tools / Arrange / Transfer 工具/安排/转移). Scale the
cloud to the desired size. )。缩放云到所需的大小
- Flatten the sphere by scaling it along the Y axis
only. 通过沿 y 轴缩放来压平球体
- Switch to the point mode and select 切换到点模式并选择Mesh / Set Point
Value 网格/设置点值. In this tool’s 。在这个工具的Attribute Manager 属性管理器, set ,预备All 所有 to 到Crumple Radial 皱缩径向 and enter a value for 然后输入Val. 女名女子名 so the sphere’s points are dispersed radially in a random
fashion. 所以球体的点是以随机的方式分布的
- Drag the sphere onto the Cloud object and make the Cloud object a Child of the Sky
object. Voila, you should have an image similar to the one below: 将球体拖到云对象上,使云对象成为天空对象的子对象。瞧,你应该有一张类似于下面这张图片的图片:
Physical Sky and PyroCluster
物理天空和火焰星团
Since Physical Sky and PyroCluster are both volumetric effects, using them at the same time could cause
problems because they both use the Environment object.
由于物理天空和 PyroCluster 都是体积效果,同时使用它们可能会导致问题,因为它们都使用环境对象。
This is especially true when a volumetric cloud is positioned in the camera’s line of sight and in front of a
PyroCluster volume tracer, or the other way around.
特别是当一个体积云被放置在摄像机的视线范围内并且位于 PyroCluster 体积跟踪器的前面时,或者相反。
In order to avoid this, you can assign a cube to the PyroCluster volume tracer, which will then calculate the
volume for PyroCluster.
为了避免这种情况,您可以将一个立方体分配给 PyroCluster 体积跟踪器,然后由它计算 PyroCluster 的体积。
What you should definitely avoid, though, is a spatial overlapping of volumetric clouds with PyroCluster
clouds. There is no work-around for this.
但是,你一定要避免体积云和 PyroCluster 云在空间上的重叠。没有办法解决这个问题。
Limitation
限制
Physical Sky cannot be output separately as a Multi-Pass.
物理天空不能作为多通道单独输出。
SKY Manager
天空经理
Volumetric Clouds
体积云
Cloud Group
Cloud Tool
云工具
Connect Clouds
连接云彩