Shadow Catcher
阴影捕手
背景反射
If other objects are in the scene in whose reflection the object with the Shadow Catcher shader can be seen, the texture defined here can be included to look like it lies on the object with the shader. The texture will not be displayed directly but only in the reflections (and will also be evaluated when GI is used). This prevents objects to which the shader is assigned from being rendered only as black reflections.
如果场景中的其他物体在其反射中可以看到带有阴影捕捉器着色器的物体,那么这里定义的纹理可以包含在带着着色器的物体上。纹理将不会直接显示,但只有在反射(也将评估时,GI 的使用)。这可以防止赋值着色器的对象仅呈现为黑色反射。
In simple cases, the background image can simply be used as a texture into which the rendered objects can later be inserted.
在简单的情况下,背景图像可以简单地作为一个纹理使用,渲染后的对象可以插入其中。
The Environment material channel should be used for precise reflections.
环境材质通道应用于精确反射。
Shadows
阴影
捕捉阴影
Enable this option if shaded regions should be included in the Alpha channel. Fully shaded regions will by default be rendered white, regions with no shading black and partially shaded regions will be rendered with a corresponding gray value. If this option is disabled, the entire object will be rendered black.
如果 Alpha 通道中应包含阴影区域,则启用此选项。全阴影区域默认为白色,没有阴影的区域为黑色,部分阴影区域为相应的灰度值。如果禁用此选项,则整个对象将呈现为黑色。
影子力量[0. . 100% ]
Since a shadow is very rarely absolute (completely black), this setting can be used to add transparency to the shadow. If you take a look at the image above, you will see that the shadow was rendered with less than 100% strength to make it match that of the fence posts.
由于阴影很少是绝对的(完全黑色) ,这个设置可以用来增加阴影的透明度。如果你看一下上面的图像,你会看到阴影渲染的强度小于100% ,使它与围栏的柱子相匹配。
A lighter shadow (low Shadow Strength value) is recommended for most applications. In the real world there are almost no completely black shadows.
对于大多数应用程序,建议使用较轻的阴影(低阴影强度值)。在现实世界中,几乎没有完全黑色的阴影。
阴影颜色
Use this setting to color the shadow. For daylight scenes, a dark blue color will work best. The color defined here will replace any shadow colors defined for the light sources themselves.
使用此设置为阴影着色。对于白天的场景,深蓝色效果最好。这里定义的颜色将取代为光源本身定义的任何阴影颜色。
包括照明
If this option is disabled, the shadows of all light sources will be treated with equal strength in the Alpha channel, i.e., multiple light sources will lead to correspondingly weaker shadows, as in the real world. Enabling this option is recommended if multiple lights are used to create shadows.
如果这个选项被禁用,所有光源的阴影将在阿尔法通道中以相同的强度处理,也就是说,多个光源将导致相应的弱阴影,就像在现实世界中一样。如果使用多个灯光来创建阴影,则建议启用此选项。
Reflections
反思
捕捉倒影
Enable this option if reflections should be included in the Alpha channel (and also in the RGB image). Only simple, sharp reflections without additional bump effects are possible.
如果反射应该包含在 Alpha 通道中(也包含在 RGB 图像中) ,则启用此选项。只有简单、锐利的反射,没有附加的撞击效果是可能的。
反射强度[0. . 100% ]
Use this setting to define the strength with which a 3D object should be reflected.
使用此设置定义3D 对象应该反映的强度。
反射掩模
This texture can be used to create a mask for the reflection. A Fresnel shader, for example, can be loaded to create realistic-looking reflections that adapt to the current angle of view. The result will be included in the Alpha channel.
这个纹理可以用来为反射创建一个蒙版。例如,一个菲涅耳着色器,可以被加载来创建与当前视角相适应的真实感视觉反射。结果将包含在 Alpha 通道中。