Volumetric Clouds
体积云
显示边界框
The bounding box is the area of a volumetric cloud that will be rendered. A bounding box is automatically created when a cloud is painted and corresponds to the cloud’s dimensions in 3D space.
包围盒是将被渲染的体积云的区域。当绘制云彩时,会自动创建一个边界框,并且边界框与三维空间中云的尺寸相对应。
Bounding boxes can be rescaled interactively. Simply select the Move Tool and drag the orange grabbers.
边界框可以交互地重新调整。只需选择移动工具并拖动橙色边界框。
编辑器颜色
This is the color of a cloud’s bounding box, which is not selected in the editor.
这是云的边界框的颜色,编辑器没有选择这个颜色。
编辑质量[0. . 100% ]
Volumetric clouds are depicted in the editor as cloud density points (see The Cloud Tool). Since these clouds use a lot of memory, you can lower the level of detail with which they are depicted.
在编辑器中,体积云被描述为云密度点(参见云工具)。由于这些云使用了大量的内存,您可以降低它们所描绘的细节级别。
As soon as you switch to the Cloud Tool, new rules apply (Quality in the Display tab).
一旦你切换到云工具,新的规则就会生效(显示质量标签)。
This setting does not affect the quality of the rendered volumetric clouds. 这个设置不会影响渲染体积云的质量调整高度
Activating this option places the volumetric clouds in such a manner as to reflect the curvature of the earth, more or less a partial sphere. This hemisphere’s diameter measures 2x(earth radius + cloud altitude). You can find the exact earth radius in the Sky tab.
激活这个选项的地方体积云的方式,以反映地球的曲率,或多或少的部分球。这个半球的直径是2倍(地球半径 + 云层高度)。你可以在 Sky 选项卡上找到确切的地球半径。
If the default earth radius is used, the effect of this function will be limited.
如果使用默认地球半径,则此函数的效果将受到限制。
接收阴影
If this option is active, volumetric clouds can receive shadows from 2D clouds, other volumetric clouds as well as other objects in the scene that cast shadows.
如果这个选项是活跃的,体积云可以接收阴影从2 d 云,其他体积云以及其他物体在场景投下阴影。
样本容量[0. . + ∞ m ]
The lower the value entered here, the better the quality of the rendered cloud and the longer the render times will be.
输入的值越低,渲染云的质量就越好,渲染时间也就越长。
If your cloud looks too square or too choppy, this is most likely due to Sample Size being too high.
如果你的云看起来太正方形或者波浪太大,这很可能是由于样本容量太大。
边缘噪音
Noise is used to vary the edges of volumetric clouds. This helps them look less homogeneous.
噪声被用来改变体积云的边缘,这有助于它们看起来不那么均匀。
Here you can select from numerous Noise) types ( Channel Shaders).
在这里你可以选择从许多噪音)类型(通道着色器)。
You can also click on the small button to the right of the selection to select a noise type visually.
你也可以点击选区右边的小按钮,直观地选择一个噪音类型。
对比度[0. . 100% ]
The higher the contrast, the more visible the noise structure will be.
对比度越高,噪声结构就越明显。
比例[0. . + ∞% ]
Use this setting to scale the noise. The higher the value, the smoother the edge of the cloud will be.
使用这个设置来缩放噪音。值越高,云的边缘就越平滑。
噪音速度[0. . + ∞% ]
If a value greater than 0 is entered here, the clouds will billow, i.e., their edges will slowly change.
如果在这里输入一个大于0的值,云将会翻滚,也就是说,它们的边缘将会慢慢改变。
灯光
Drag all lights that should affect the volumetric clouds into this field. If this field is left empty, the volumetric clouds will only be affected by the sun and moon.
将所有应该影响体积云的灯光拖到这个区域。如果这个区域是空的,云的体积只会受到太阳和月亮的影响。