Render Setting 渲染设置Basic 基础Output 输出Save 保存Multi-Pass 多通道Anti-Aliasing 抗锯齿Material
Override 材质覆盖Options 选择Stereoscopic 立体感Team Render 团队渲染
Basic Properties
基本属性
Basic Properties
基本属性
Name
姓名
Here you can enter a name for the object.
在这里您可以输入对象的名称。
This name will also appear in the Render menu and the Content Browser when the property is saved as a
preset.
当属性保存为预设时,此名称也将出现在“渲染”菜单和“内容浏览器”中。
Save
保存
Use this option to define globally if any data should be saved at all during rendering. This also applies to
Multi-Pass and compositing files.
使用此选项可全局定义在呈现期间是否应该保存任何数据。这也适用于多通道和合成文件。
Enable Multi-Pass Rendering
启用多遍渲染
Enables or disables the Multi-Pass-Rendering
Cinema 4D.
启用或禁用多通渲染Cinema 4D。
Enable Stereoscopic Rendering
启用立体渲染
This is the main switch for enabling or disabling stereoscopic rendering. For details, please refer to Stereoscopic.
这是启用或禁用立体渲染的主开关。详情请参阅立体渲染。
Material Override
材质覆盖
See Material Override.
参见材质覆盖。
Renderer[-2147483648..2147483647]
渲染器[-2147483648. . 2147483647]
Depending on the renderer you have installed, a list will be displayed that lets you define how Cinema 4D
should render. What you will normally see displayed in this list is:
根据您安装的渲染器,将显示一个列表,让您定义如何Cinema 4d 应呈现。你通常会在这个列表中看到以下内容:
- Standard 标准: The normal Cinema 4D render engine will be used. : 正常的C4D 渲染引擎将被使用
- Viewport Renderer 视窗渲染器: Renders - if desired - exactly as what is displayed in the Viewport.
It will be rendered a maximum speed using the graphics card. : 呈现-如果需要-与 Viewport 中显示的内容完全一致。它将渲染一个最高速度使用图形卡
- Physical 身体上的: A special renderer, including a Physical Camera will be used in order to
render special effects such as real 3D depth of field or motion blur, etc. : 一个特殊的渲染器,包括一个物理相机将被用来渲染特殊效果,如真正的三维景深或运动模糊等
- Any other renderers that
are installed. 已安装的任何其他呈现程序
Standard or Physical Renderer?
标准渲染器还是物理渲染器?
In most cases you should use the normal Cinema 4D renderer (Standard), which itself is very fast and
stable.
在大多数情况下,你应该使用普通的 Cinema 4D 渲染器(Standard) ,它本身非常快速和稳定。
However, if you want to correctly depict photographic effects such as those listed below, you should use the
Physical Renderer.
但是,如果您想正确描述如下所列的摄影效果,您应该使用物理渲染器。
- Rendered depth of field with corresponding blur effects 渲染场景的深度和相应的模糊效果
- Rendered motion blur 渲染运动模糊
- Vignetting
(darkening towards the image edge) 渐晕(向图像边缘变暗)
- Chromatic Aberration (color seams at edges), etc. 色差(边缘的颜色接缝)等
- When
rendering multiple, combined blur effects (motion blur with depth of field, Area shadows, etc.) the Physical
Renderer is faster than the Standard renderer. 当渲染多个,组合模糊效果(运动模糊与景深,区域阴影等)的物理渲染器比标准渲染器快
Several drawbacks of the Physical Renderer, however, should not be ignored:
然而,物理渲染器的一些缺点不应该被忽视:
- The realistic simulation of physical effects requires more calculation power and more time. It does,
however, offer several more settings (which offer great potential for optimization), which in particular can
make very fast preview renderings possible. Many more possibilities are also offered in conjunction with the
物理效果的真实模拟需要更多的计算能力和时间。然而,它确实提供了一些更多的设置(这为优化提供了巨大的潜力) ,特别是可以使非常快速的预览渲染成为可能。还提供了更多的可能性与Progressive Sampler 进步取样器 (endless rendering). More details can be found (无尽的渲染)。更多的细节可以找到here 这里.
- The Physical Renderer bears a number of disadvantages. For
example, it does not work in conjunction with Sketch and Toon, the Cartoon Renderer post effect, Specular
lights, cylindrical lens (and other post effects displayed in the selection menu); motion blur does not work
in conjunction with several special elements such as PyroCluster, visible lights, object glow; furthermore,
hair is rendered much slower, hair Multi-Passes cannot be rendered; finally, no hard shadows can be rendered
(Area shadows will be rendered instead). 物理渲染器有一些缺点。例如,它不能与素描和 Toon、卡通渲染后期效果、高光灯、柱面镜头(以及选择菜单中显示的其他后期效果)一起工作; 运动模糊不能与一些特殊元素一起工作,如 PyroCluster、可见光、对象发光; 此外,毛发渲染速度要慢得多,毛发多通道不能渲染; 最后,不能渲染硬阴影(区域阴影将被渲染)
- Faulty results can be produced in conjunction with
Multi-Passes and Shaders (e.g., proximal and plug-in Shaders that use their own cache) when combined with
motion blur. 错误的结果可以产生与多通道和着色器(例如,近端和插件着色器使用自己的缓存)结合运动模糊
Several effects in the Physical Renderer have been simulated for some time now in post-production. However,
much of this was done by cheating and the result never really matched the real rendered effect. This applies
to the following situations, for example:
物理渲染器中的一些效果已经在后期制作中模拟了一段时间。然而,大部分这些都是通过作弊完成的,结果并没有真正达到渲染效果。这适用于以下情况:
- Left: Here you see a glass cube positioned in front of several spheres. The cube itself is blurred but the
reflection of the sphere behind it is in focus. If a 2D post effect had been applied in whose depth map no
information about the object behind the transparency is contained, everything behind the glass cube would have
been rendered out of focus (blurred). 左图: 这里你看到一个玻璃立方体放置在几个球体的前面。立方体本身是模糊的,但它背后的球体反射是焦点。如果应用了2D 后期效果,其深度图中没有包含透明背后物体的信息,那么玻璃立方体后面的所有东西都会失焦(模糊)
- Right: 2D motion blur effects often have shortcomings at the
edges because no information is available about objects that lie just outside the rendered region. However,
this does not pose a problem for a real 3D motion blur. 右图: 二维运动模糊效果通常在边缘处有缺陷,因为没有关于被渲染区域之外的物体的信息。然而,这并不构成一个真正的3D 动态模糊的问题