Sky
天空
物理天空
Well, it’s really nothing more than an accurate simulation of the sun’s and sky’s natural color and brightness with regard to their current location and the time of day. Internally, the Physical Sky shader uses exact spectral colors that are interpreted by adjustable Color Warmth settings for output to RGB - Use Warm Colors and Use Chroma Color Map.
其实,这只不过是精确模拟太阳和天空的自然颜色和亮度与其当前位置和时间的关系。在内部,物理天空着色使用确切的光谱颜色,解释可调色温暖设置输出到 RGB-使用暖色彩和使用色度色彩贴图。
Furthermore, an atmospheric perspective effect can be created using the parameters in the Atmosphere tab.
此外,大气透视效果可以创建使用的参数在大气标签。
地平线
If enabled, the sky will be clipped at the bottom at the horizon line, where it will be colored black. Otherwise the southern hemisphere will be given the color (and brightness) of the horizon.
如果启用,天空将在底部的地平线剪切,在那里它将是黑色的。否则,南半球将被赋予地平线的颜色(和亮度)。
颜色温暖[0. . 100% ]
The Physical Sky works internally with spectral colors that have to be converted to RGB colors for rendering. The Color Warmth setting can be used to adjust the appearance. Generally speaking, the larger the value the warmer the sky’s color will be (i.e., less turquoise in a blue sky and more brown in a morning or evening sky).
物理天空在内部使用光谱颜色,这些颜色必须转换为 RGB 颜色来渲染。颜色温暖设置可以用来调整外观。一般来说,值越大,天空的颜色就越温暖(例如,蓝色天空中的青绿色较少,早晨或晚上的天空中的棕色较多)。
强度[0.10000% ]
Defines the intensity of the sky’s brightness. This affects the light used by the sky for GI calculation and the direct (most often blue) illumination of objects. The Intensity only regulates the visible intensity (without the influence of GI).
定义天空亮度的强度。这会影响天空用于 GI 计算的光线和物体的直接照明(通常是蓝色)。强度只调节可见的强度(不受 GI 的影响)。
Night Intensity Ratio[0..10000%]
夜间强度比率[0. . 10000% ]
Defines the brightness with which the night sky is rendered as well as the brightness of the light it emits. This parameter is dependent on the Intensity parameter, i.e., if this value is increased the Night Intensity Ratio will increase accordingly, without the value itself being increased.
定义了夜空渲染的亮度以及它发出的光的亮度。这个参数取决于强度参数,也就是说,如果这个值增加,夜间强度比将相应增加,而不会增加值本身。
Saturation Correction[0..200%]
饱和校正[0. . 200% ]
Defines the sky’s saturation. If, for example, the sky is too blue, simply lower the Saturation Correction value. A value of 0 will result in a grayscale sky.
定义了天空的饱和度。例如,如果天空太蓝,只需降低饱和度修正值即可。值为0将生成一个灰度级的天空。
色调修正[0. . 100% ]
This parameter can be used to create extraterrestrial sky colors. The entire color spectrum is available for you to use.
这个参数可以用来创建地外天空的颜色。整个色谱可供您使用。
伽玛校正[0.1.10]
The internal brightness range for the sky is much larger than can be displayed on your monitor. Use the Gamma Correction value to define the brightness range from brightest to darkest values.
天空的内部亮度范围要比显示器上显示的亮度范围大得多。使用伽玛校正值来定义从最亮到最暗的亮度范围。
强度[0. . 10000% ]
Defines the brightness of the rendered, visible sky only (also dependent on the Intensity parameter). The GI calculation will not be affected!
仅定义渲染的可见天空的亮度(也依赖于亮度参数)。GI 计算不会受到影响!
犹豫不决[0. . 100% ]
If color banding (sudden color transition) appears when the sky is rendered, this value can be increased to add a slight noise to the sky’s gradient, which will hide such banding.
如果在渲染天空时出现颜色条带(突然的颜色过渡) ,这个值可以增加到天空的渐变中添加一个轻微的噪音,这将隐藏这样的条带。
混浊度[2. . 32]
Many natural color phenomena in the sky are caused by various combinations of light and water or other particles in the atmosphere. In Cinema 4D, the expression used to describe particles in the air is "Turbidity".
天空中的许多自然色彩现象是由大气中的光、水或其他粒子的各种组合造成的。在C4D 中,用来描述空气中微粒的表达方式是“浊度”。
The smaller the value, the more clear the atmosphere will be. Higher values will result in correspondingly in more foggy or smoky, as well as more colorful, effects. Depending on the Atmosphere Strength value, effects can result that cannot be modified linearly. As always, trial and error is the best way to get to know this effect.
价值越小,大气就越干净。更高的值将相应地导致更多的雾或烟雾,以及更多的色彩,效果。根据大气强度值,效果可能导致不能线性修改。和往常一样,尝试和错误是了解这种效果的最好方法。
Tip: 提示:臭氧(厘米)[0.50]
In the real world, ozone filters ultra violet sunlight. In visual terms, it filters yellow and red sunlight (i.e., the Sun option must also be enabled). Therefore, the higher the Ozone value the more bluish the sunlight will appear (in the real world, this takes place at dusk and dawn). The color of the sky itself remains unaffected.
在现实世界中,臭氧可以过滤紫外线。在视觉方面,它过滤黄色和红色阳光(也就是说,太阳选项也必须启用)。因此,臭氧值越高,阳光就会显得越蓝(在现实世界中,这发生在黄昏和黎明)。天空本身的颜色不受影响。
自定义地平线
Enabling this option lets you define a custom color gradient for the sky.
启用此选项允许您为天空定义自定义颜色渐变。
最高海拔[0. . 90 ° ]
The first half of the gradient will be projected to the value defined here (or to the altitude of the sun, whichever value is smaller). The second half will run to the Zenith. Larger Maximum Height values can result in parts of the gradient being cut off at the right.
梯度的前半部分将被投影到这里定义的值(或者太阳高度角,以较小的值为准)。下半场比赛将持续到天顶。较大的最大高度值可能会导致部分梯度被切断的权利。
颜色
Defines the gradient that is projected onto the sky hemisphere in one of the following ways:
以下列方式之一定义投射到天空半球的梯度:
大气强度[0. . 100% ]
The atmospheric strength affects the brightness of the atmosphere, i.e., the same effect as the previously described Turbidity parameter has. Lower values will cause the atmosphere to fade to black; larger values will fade to white (if the Turbidity value is high enough).
大气强度影响大气的亮度,也就是说,与前面描述的浊度参数的效果相同。较低的值将导致大气褪色为黑色; 较大的值将褪色为白色(如果浊度值足够高)。
If you want to animate a camera flight from the earth’s surface to outer space, animating the Atmosphere Strength parameter to 0 would be a good idea.
如果您想要动画一个从地球表面到外层空间的摄像机飞行,那么将大气强度参数动画化为0将是一个好主意。
Nice evening moods can be achieved by reducing the Atmosphere Strength value to 50%.
把大气强度值降低到50% 就可以获得美好的夜晚心情。
影响混浊度[0. . 100% ]
Several sky effects such as rainbows or sunbeams are dependent on Turbidity. When the Physical Sky was introduced to Cinema 4D a few versions ago it was given its own Turbidity setting for technical reasons. The Effects Turbidity setting has now been added to ensure that the aforementioned effects (and of course the turbidity of the NON-Physical Sky itself) continue to work correctly in relation to turbidity.
一些天空效果,如彩虹或阳光依赖于浊度。当物理天空在几个版本之前被引入C4D院时,由于技术原因,它被赋予了自己的浑浊度设置。浊度设置现在已经被加入,以确保上述的影响(当然还有非物质天空本身的浊度)继续正确地工作与浊度有关。
地平线起点[-89. . 89 ° ]
Varies the height of the horizon. If, for example, you have a scene in which you do not have an endlessly large Floor element it can occur that you can see under the horizon. If this happens, enter a negative Horizon Start value and the sky color will be stretched or compressed accordingly.
改变地平线的高度。例如,如果你有一个场景,你没有一个无穷大的 Floor 元素,那么你可以在地平线下看到它。如果发生这种情况,输入一个负的地平线开始值,天空的颜色将被拉伸或压缩。
地球半径(公里)[10. . + ∞]
Defines the dispersion of volumetric clouds with regard to their altitude. The volumetric clouds will be arranged concentrically on a hemisphere in accordance to the curvature of the earth (if Adjust Altitude is enabled in the Volumetric Clouds tab.
定义云的散布体积与他们的高度。体积云将按照地球的曲率集中布置在半球上(如果在体积云标签中启用了调整高度)。
The smaller the Earth Radius value, the more spherical the volumetric clouds will be dispersed.
地球半径值越小,体积云团的分散程度越高。