Light Object

轻物体

Basic 基础Coord.General 常规Details 详情Visibility 能见度Shadow 阴影Photometric 光度计的Caustics 焦散Noise 噪音Lens 镜头Project 工程项目

Light Object

轻物体

Light
Spot Light
Area Light
Infinite Light
Target Light
Sun Light
IES Light...

光点光区光无限光目标光太阳光。

When building a new scene in Cinema 4D, a default light is used called the auto light. To change the default lighting setup for all future scenes, build a new scene that contains only the lights that you require for your default lighting and save this scene within the Cinema 4D folder under the name new.c4d in your Cinema 4D directory. This setup will be opened automatically each time you start a new Cinema 4D scene.

当在Cinema 4D 中建立一个新的场景时,默认的灯光被称为自动灯。为了改变所有未来场景的默认灯光设置,构建一个新场景,其中只包含默认灯光所需的灯光,并将该场景保存在 Cinema 4D 文件夹中,名为 new.c4d,位于 Cinema 4D 目录下。这个设置将自动打开每次你开始一个新的Cinema 4d 场景。

You can also save other environment attributes (Sky, Floor, Environment and so on) as a Save as Default Scene.

您还可以保存其他环境属性(天空,地板,环境等)作为保存为默认场景。

Cinema 4D’s auto light will switch on automatically when you switch off lights during an animation unless you disable Auto Light in the render settings (Options page).

Cinema 4D 的自动灯将自动打开,当你关闭灯在一个动画,除非你在渲染设置禁用自动灯(选项页)。

Displaying lights in a viewport

在视窗中显示灯光

The lighting within a scene can be easily previewed by turning on the Gouraud shading option. This option will update your lighting in real-time, even adjusting the lighting and updating your scene as you move the lights around.

场景中的灯光可以很容易地通过打开 Gouraud 阴影选项进行预览。这个选项将实时更新您的照明,甚至调整灯光和更新您的场景,因为你移动的灯光。

To change the name of a light, double-click the light’s name in the Object Manager and enter the new name into the dialog that opens.

若要更改灯的名称,请在对象管理器中双击灯的名称,并在打开的对话框中输入新名称。

Creating a light

创造光明

To create a light, choose the desired light from the Create | Light menu or click the light icon in the top toolbar.

要创建灯光,请从“创建 | 灯光”菜单中选择所需的灯光,或者单击顶部工具栏中的灯光图标。

When you choose Objects / Scene / Target Light, a light source and a Null object are created. The null acts as a target for the light. The light source can be any light type of your choosing and you simply move the null into the hierarchy of the object towards which the light should point. Now, when you move this object, the light automatically remains pointing at it.

当你选择对象/场景/目标光,一个光源和一个空对象被创建。零点作为光的目标。光源可以是你选择的任何类型的光,你只需将光移动到光线应该指向的物体的层次结构中。现在,当你移动这个物体的时候,光线会自动保持指向它。

Making gels

制作凝胶

A gel (also known as a lightmap) is produced by assigning a material with a transparency map texture to a light source.

通过将具有透明贴图纹理的材质分配给光源,可以生成凝胶(也称为光照贴图)。

The light’s colored areas are then filtered by this texture and colored in exactly the same way that a slide projector projects a still picture. For example, the striped-shadow effect of a Venetian blind can be simulated by assigning a black-and-white striped gel to a light object.

光的有色区域然后被这个纹理过滤,并以与幻灯机投射静止图像完全相同的方式着色。例如,可以通过为一个轻物体分配一个黑白条纹凝胶来模拟威尼斯百叶窗的条纹-阴影效果。

You can assign as many gels as you wish to each light object.

你可以给每个光物体分配任意多的凝胶。

Lights do not use the Material tags of parent objects. 灯光不使用父对象的材质标记

PBR Light

Physically correct lighting has several known properties that are enabled automatically when this light is selected:

物理上正确的照明有几个已知的属性,当这个光被选择时自动启用:

In principle it behaves similar to a polygon object (object with luminous material).

在原则上,它的行为类似于一个多边形对象(发光材质的对象)。

Note also the New PBR Material command. Physical light and materials in combination will produce more realistic-looking render results - of course with correspondingly longer render times.

还要注意 New PBR Material 命令。物理光线和材质的结合会产生更真实的渲染效果——当然相应的渲染时间会更长。