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

Rainbow

彩虹

Just as in reality, two types of rainbows are available (here, for demonstration purposes, with a high 正如在现实中一样,有两种类型的彩虹是可用的(这里,为了演示目的,有一个高Max. Strength 麦克斯,力量 value). 价值)

Every sky needs a rainbow (a rainbow is created by light refracting through raindrops). A rainbow’s position, in Cinema 4D as in reality, is dependent upon the position of the sun. To that end, remember the following rules:

每个天空都需要一道彩虹(彩虹是光通过雨滴的折射产生的)。彩虹的位置,在C4D 和现实中一样,取决于太阳的位置。为此,请记住以下规则:

As in reality, there always exists (even if not always visible) a second, less visible mirrored (in color) rainbow with a larger radius.

在现实中,总是存在(即使不总是可见的)一个第二,较少可见的镜像(颜色)彩虹与更大的半径。

Spatially, a rainbow will always be arranged in front of all Sky objects (even clouds).

空间上,彩虹总是被安排在所有天空物体(甚至云)的前面。

Max. Strength[0..100%]

最大力量[0. . 100% ]

Use this slider to adjust the rainbow’s transparency. The second rainbow will be created according to the properties of the first. The lower the value, the more transparent the rainbows will be rendered.

使用这个滑块来调整彩虹的透明度。第二道彩虹将根据第一道彩虹的性质产生。值越低,彩虹渲染的透明度越高。

We suggest you use unobtrusive, transparent rainbows – less is more.

我们建议您使用不唐突,透明的彩虹-少即是多。

Turbidity Dependent

与浊度有关

In reality, if there’s no rain (or moisture in the air), there’s no rainbow. Physical Sky regulates the density of the moisture in the air via Effects Turbidity (in the Sky tab). So, if you want to link your rainbow to this setting, activate this option in the Rainbow tab. If Effects Turbidity is set to 0, for example, no rainbow will be created.

事实上,如果没有雨水(或空气中的湿气) ,就没有彩虹。物理天空通过浑浊度调节空气中水分的密度(在天空标签中)。所以,如果你想把你的彩虹链接到这个设置,在彩虹标签中激活这个选项。例如,如果浊度设置为0,就不会产生彩虹。

By default, Effects Turbidity is deactivated in the Rainbow tab, which lets you optimize turbidity and your rainbow independent of one another.

默认情况下,影响浊度是停用在彩虹标签,它可以让你优化浊度和你的彩虹彼此独立。

If you activate Turbidity in the Rainbow tab, the following options will be made available:

如果你激活了 Rainbow 选项卡中的浊度,将会有以下选项:

Min. Turbidity Threshold[0..100%]
Max. Turbidity Threshold[0..100%]

最小浊度阈值[0. . 100% ]最大浊度阈值[0. . 100% ]

Use these sliders to adjust the rainbow’s turbidity.

使用这些滑块来调整彩虹的浑浊度。

Example: You set the first slider to 9 and the second to 50. This means no rainbow will be visible as long as Turbidity is less than 10. If Turbidity is greater than 50, the rainbow will be rendered to full strength. Between 9 and 50, the rainbow will be rendered in correlation with the strength of Turbidity.

示例: 您将第一个滑块设置为9,第二个设置为50。这意味着只要浊度小于10,就不会出现彩虹。如果浑浊度大于50,彩虹就会变成完全的强度。在9到50之间,彩虹会与浊度的强度相关。

First Rainbow Inner Angle[0..180°]
First Rainbow Outer Angle[0..180°]
Secondary Rainbow Inner Angle[0..180°]
Secondary Rainbow Outer Angle[0..180°]

第一道彩虹内角[0.180 ° ]第一道彩虹外角[0.180 ° ]第二道彩虹内角[0.180 ° ]第二道彩虹外角[0.180 ° ]

We will not rack your brains with the precise definition of rainbow angles (the angle between the direction in which the sun is shining and the rainbow’s apex as viewed form a specific location). Simply view the difference of both angles as the measure for each rainbow’s width.

我们不会用彩虹角度的精确定义(太阳照射的方向和从特定位置观看的彩虹顶点之间的角度)来折磨你的大脑。简单地看两个角度的差异作为每道彩虹宽度的度量。

If you think rainbows are too narrow, try entering inner and outer values of 30° and 50°, respectively, for the first rainbow.

如果你认为彩虹太窄,试着输入第一道彩虹的内部和外部分别为30 ° 和50 ° 。

Start Clipping[-∞..+∞m]
End Clipping[-∞..+∞m]

开始裁剪[-∞ . . + ∞ m ]结束裁剪[-∞ . . + ∞ m ]

Imagine an animated airplane approaching from the distance out of the rainbow. In the distance, the airplane is behind the rainbow; as it approaches it will eventually cover the rainbow. Such effects are possible using these settings.

想象一下,一架动画飞机从彩虹之外的远方飞来。在远处,飞机在彩虹的后面; 当它靠近时,它最终会覆盖彩虹。这样的效果是可能的使用这些设置。

Objects lie in front of the rainbow up to the 物体躺在彩虹的前面Start Clip 开始剪辑 point; starting at the 从... 开始End Clip 结束剪辑 point, the objects lie behind the rainbow. 指向,物体在彩虹后面

The following applies to the visibility of polygon objects in the respective zones (always calculated from the camera’s point of origin):

以下适用于各个区域中多边形对象的可见性(总是从相机的原点计算) :