Physical Sky 物理天空Basic 基础Coord.Time and Location 时间及地点Sky 天空Sun 太阳Atmosphere 大气层Clouds 云彩Details 详情Volumetric Clouds 体积云FogRainbow 彩虹Sunbeams 阳光Sky Objects 天空物体

Details

详情

Show Moon

展示月亮

Defines whether or not the moon should be shown. Note that the internal moon light source will also be affected accordingly.

定义是否应该显示月亮。请注意,月球内部的光源也将受到相应的影响。

Scale[0.1..+∞%]

比例[0.1. . + ∞% ]

Here you can vary the size of the moon. If you are not content with the default moon, switch to the Scene Objects tab and define your own moon object. This new object will have to be lit separately, though (e.g., with a light source that only lights the moon object, or using a material with a texture in the luminance channel).

在这里你可以改变月亮的大小。如果你不满足于默认的月亮,切换到场景对象标签并定义你自己的月亮对象。这个新物体需要单独照明(例如,使用只照亮月球物体的光源,或者使用亮度通道中具有纹理的材质)。

Earth Radius (km)[10..+∞]

地球半径(公里)[10. . + ∞]

The earth’s radius is scalable. The height and dispersion of volumetric clouds is determined by this scale factor. If Adjust Altitude in the Volumetric tab is active, volumetric clouds will be arranged on a concentric sphere to reflect the curvature of the earth.

地球的半径是可伸缩的。体积云的高度和扩散是由这个比例因子决定的。如果调整高度在体积标签是积极的,体积云将安排在一个同心球体,以反映地球的曲率。

The smaller the earth’s curvature, the more spherical the volumetric clouds will become.

地球的曲率越小,体积云就会变得越球形。

Bright Intensity[0..100%]
Dark Intensity[0..100%]

亮度[0. . 100% ]暗度[0. . 100% ]

Use these settings to define bright side of the moon (side lit by the sun) and the dark side of the moon (side not lit by the sun). If you want a full moon, set both settings to 100%.

使用这些设置来定义明亮的一面月亮(由太阳照亮的一面)和黑暗的一面月亮(没有由太阳照亮的一面)。如果你想要一个满月,设置这两个设置为100% 。

Distance Scale[0..+∞%]

距离标度[0. . + ∞% ]

If you encounter problems with the light sources integrated into the sun or moon (e.g., if they are not being displayed in the editor or if lens flare or lens glow are displayed incorrectly), simply reduce their distance using this setting.

如果你遇到与太阳或月亮整合的光源的问题(例如,如果它们没有在编辑器中显示,或者镜头光晕或透镜发光不正确) ,只需使用这个设置减少它们的距离。

Custom Moon Object

自定义月球物体

This is the correct option if you want to create custom light sources for your moon. Simply drag a light source from the Object Manager into the Sun field.

这是正确的选项,如果你想为你的月亮创建自定义光源。简单地拖动一个光源从对象管理器到太阳领域。

Tip: 提示:
You can also use normal objects that will then assume the position of the moon based on their own position. An additional internal light source will then be added for illumination. 你也可以使用普通的物体,然后根据它们自己的位置假定月亮的位置。一个额外的内部光源,然后将添加照明

Show Stars

表演明星

Enable or disable the display of the stars.

启用或禁用星星的显示。

Min Magnitude[0..10.5]

最小震级[0. . 10.5]

The Magnitude value represents the apparent brightness of stars on a firmament. Use this slider to determine the stars’ minimum magnitude at which they should be visible. The following rules apply:

星等值表示天空中恒星的视亮度。使用这个滑块来确定星星应该可见的最小星等。以下规则适用:

Separate settings apply to the sun, moon, and other planets in our solar system. These settings can be found in the Astro tab (see below).

我们太阳系中的太阳、月亮和其他行星都有不同的设置。这些设置可以在 Astro 选项卡中找到(见下文)。

Resize Stars with Magnitude

调整星等的大小

Depending on the magnitude (brightness) of the stars, individual stars will be scaled, thus adding even more realism. If this option is not active, all stars will have the same size.

根据星等(亮度)的恒星,个别的恒星将被缩放,从而增加更加真实。如果此选项不激活,所有的星星将具有相同的大小。

Brighten Stars[0..100%]

照亮星星[0. . 100% ]

Use this slider to adjust the brightness of the projected stars: The higher the value, the brighter the stars.

使用这个滑块来调整投影星星的亮度: 值越高,星星越亮。

Star Radius[0.1..5]

星半径[0.1. . 5]

Are the stars too small? No problem. Simply increase their radius. Careful, high values can lead to psychedelic results …

星星是不是太小了? 没问题。只要增加它们的半径就可以了。小心,高的值会导致迷幻效果..。

Show Constellations
Color

显示 constellationsccolor

Option 选择Show Constellations 显示星座 active with 积极参与Color 颜色 set to red. 设为红色

Constellations can be displayed in any color. If you set anti-aliasing to Best in the Render Settings … menu, the constellations (as well as the Grid, which is mentioned below) will be smoothed when rendered.

星座可以以任何颜色显示。如果你在渲染设置中将反锯齿设置为最佳... 菜单,星座(以及下面提到的网格)在渲染时将被平滑。

Grid Width[0..180°]
Grid Color

网格宽度[0. . 180 ° ]网格颜色

The celestial sphere is similar to the earth being divided along longitudinal and latitudinal lines, though here they are referred to as azimuth and height. The grid can be made visible by setting Grid Width to 10°, for example. Azimuth and height will then be represented by a line every 10°. Grid Color defines – you guessed it – the color of the grid.

天球类似于地球沿着纵向和纬向线划分,尽管在这里它们被称为方位角和高度。例如,可以通过将 Grid Width 设置为10 ° 来显示网格。然后方位角和高度每10 ° 用一条直线表示。网格颜色定义-你猜对了-网格的颜色。

The grid will be smoothed if 网格将被平滑,如果anti-aliasing 抗混叠 is set to 设置为Best 最好的 in the Render Settings … 渲染设置.. menu (see 菜单(见Render Settings 渲染设置).

Show Planets

显示行星

Enable or disable the display of our solar system’s planets (Mercury, Mars, etc.).

启用或禁用显示我们的太阳系的行星(水星,火星等)。

Sky Dome Light

天空穹顶灯

In addition to the sun (which itself is a "normal" internal light source) an area light source that is (almost always) blue exists that simulates the bluish light emitted by the atmosphere. This light can now be disabled (this bluish light is sometimes not desirable for scenes rendered without GI).

除了太阳(它本身是一个“正常的”内部光源) ,还有一个区域光源(几乎总是)是蓝色的,模拟大气发出的蓝光。这种光线现在可以被禁用(这种蓝色的光线有时是不可取的场景渲染没有 GI)。

Merge Sky and Sun

合并天空和太阳

The Physical Sky’s sun is basically nothing more than a Cinema 4D light. If the Merge Sky and Sun option is enabled, this light will no longer be seen internally as such but rather as part of the sky. The sky will behave internally like a HDRI texture with all corresponding advantages and disadvantages.

物理天空的太阳基本上只不过是一个C4D光。如果合并天空和太阳选项被启用,这光将不再被看到内部,而是作为天空的一部分。天空在内部会表现得像一个 HDRI 纹理,具有所有相应的优点和缺点。

Option disabled at top, enabled at bottom. Note the fading specular light (that depends on real light sources). 选项在顶部禁用,在底部启用。注意褪色的镜面光(这取决于真实的光源)

The advantages include that the physically correct internal model

其优点包括物理上正确的内部模型

Note that all other Cinema 4D functions that require a real light source will then react differently.

请注意,所有其他Cinema 4d 功能,需要一个真正的光源,然后会有不同的反应。

Generate GI

生成 GI

This parameter should already be familiar to you from the "normal" Cinema 4D material settings (see Illuminationmaterial channel).

这个参数应该已经熟悉你从“正常的”C4D 材质设置(见照明材质通道)。

Note: The GI emitted pertains only to the sky and no other elements, i.e.Fog, Rainbow, etc.

注意: 发射的 GI 只属于天空,没有其他元素,例如雾、彩虹等。

Strength[0..10000%]

实力[0. . 10000% ]

Defines the strength of the generated GI (see Illuminationmaterial channel).

定义生成的 GI 的强度(请参阅照明材质通道)。

Saturation[0..100%]

饱和度[0. . 100% ]

Defines the amount of saturation of the light emitted by the sky, i.e., how blue (or orange for early evening scenes) the scene should be rendered.

定义了天空发出的光线的饱和度,即场景应该呈现的蓝色(或傍晚场景的橙色)。

Cloud Influence[0..100%]

云的影响[0. . 100% ]

Defines the degree to which the 2D Cloud color should affect the GI. A value of 0% means that the cloud color will be ignored entirely and only the sky itself will be used.

定义二维云彩颜色对 GI 的影响程度。值为0% 意味着云彩颜色将被完全忽略,只有天空本身将被使用。

Priority

优先权

This sets the priority of the internal Sky expression. You can find more information regarding this here: here.

这设置了内部天空表达式的优先级。你可以在这里找到关于这个的更多信息: 这里。

Example: You have placed your own light source to serve as the sun, but the light source’s color is overwritten by the internal Sky expression. Since XPresso tags receive a higher priority than Sky, you can use an XPresso tag to assign a color to your light source, thereby overriding Sky.

例如: 你放置了自己的光源作为太阳,但是光源的颜色被内部的天空表达覆盖了。由于 XPresso 标记的优先级高于 Sky,因此可以使用 XPresso 标记为光源分配颜色,从而覆盖 Sky。

Texture Preview Size

纹理预览大小

See Editor material channel.

参见编辑材质频道。

Here you can get a good impression of how accurate the editor’s preview is.

在这里您可以得到编辑器的预览是多么准确的良好印象。

Show Location HUD

显示位置显示器

If enabled, a compass rose, including a stylized sun symbol and its orbital path will be displayed. This lets you quickly determine where the points of the compass are and the position of the sun (very important for determining where the sun will cast shadows).

如果启用,一个罗盘玫瑰,包括一个程式化的太阳符号和它的轨道路径将显示。这可以让你快速确定指南针的方位和太阳的位置(对于确定太阳投射阴影的位置非常重要)。

Update Editor

更新编辑器

If enabled, all changes you make to parameters will be displayed in the Viewport and preview windows.

如果启用,您对参数所做的所有更改都将显示在 Viewport 中并预览窗口。