Render Preferences
渲染偏好
The HAIR render settings are located in the Cinema 4D Render Settings menu (click on the Effects button if you want to create the post effect manually). The Hair renderer will be activated automatically when Hair, a Hair material or a Hair Render tag is created (also if Architectural Grass is used).
HAIR 渲染设置位于C4D 渲染设置菜单中(如果你想手动创建后期效果,请单击 Effects 按钮)。当创建毛发、毛发材质或毛发渲染标签时(如果使用建筑草) ,毛发渲染器将被自动激活。
The Hair renderer menu lets you define settings for transparency, shadow, lights and outputting Multi-Pass Hair.
毛发渲染器菜单让你定义设置的透明度,阴影,灯光和输出多通道毛发。
物理渲染器
Note that you will have to do without several Hair functions when using the Physical Renderer (see also Hair and the Physical Renderer). Because this renderer cannot calculate Shadow Maps (but rather Area or Hard Shadows) and otherwise handles polygon hair internally, the hairs will look slightly different (and will take much longer to render) but will, on the other hand, work fine with GI, DOF, SFMB (incl. on reflections and refractions) as well as with all other Physical Renderer parameters.
注意,在使用物理渲染器的时候,你不得不在没有毛发功能的情况下进行渲染(参见毛发和物理渲染器)。因为这个渲染器不能计算阴影贴图(而是区域或硬阴影) ,或者在内部处理多边形毛发,毛发看起来会略有不同(并且需要更长的渲染时间) ,但是,从另一方面来说,在 GI,DOF,SFMB (包括。对反射和折射)以及所有其他物理渲染参数。
Multi-Passes and fill hair do not work with the Physical Renderer.
多重通行证和填充毛发不工作与物理渲染器。
When using the Physical Renderer, only part of the normal Hair render settings will be used. Therefore, don’t be surprised if parameters are described below that, under certain circumstances, may not even appear in the dialog window.
当使用物理渲染器,只有一部分正常的毛发渲染设置将被使用。因此,如果下面描述的参数在某些情况下甚至不会出现在对话框窗口中,不要感到惊讶。
全局光源
Note that when using GI the Hair multi-passes cannot be rendered for technical reasons.
请注意,当使用 GI 的毛发多通行证不能渲染的技术原因。
渲染偏好: 渲染
渲染偏好: 对象
Render Preferences: Multi-Pass
渲染首选项: 多通道