PyroCluster - VolumeTracer PyroCluster-VolumeTracerBasic 基础Globals 全球

Globals

全球

Render Objects

渲染对象

Use this setting to define whether or not a scene’s PyroCluster effects should be calculated.

使用此设置来定义是否应该计算场景的 PyroCluster 效果。

Activate the Render Objects option to calculate the scene’s PyroCluster effects.

激活渲染对象选项来计算场景的 PyroCluster 效果。

Render Hidden Objects

渲染隐藏对象

Activate the Render Hidden Objects setting to calculate a scene’s hidden PyroCluster objects.

激活渲染隐藏对象设置来计算场景中隐藏的 PyroCluster 对象。

Render Mode

渲染模式

Here you can choose from various preset render modes. The main differences between these modes are their render quality and how long they take to render. In order of best render quality (and longest render time) first, these are:

在这里你可以选择各种预设渲染模式。这些模式之间的主要区别在于渲染质量和渲染时间。以最佳的渲染质量(和最长的渲染时间)为先,这些是:

The following mode:

以下模式:

World Step Size[0.01..+∞]

世界步长[0.01. . + ∞]

The importance of global distance is described in detail in the Volume Tracer. This is the most important PyroCluster setting when it comes to speed of calculation and image quality.

全球距离的重要性详细描述了体积跟踪。在计算速度和图像质量方面,这是最重要的 PyroCluster 设置。

Ray Trans. Limit[0..100%]

射线反式限制[0. . 100% ]

This setting offers another possibility for speeding up calculations. It defines the limit for the Volume Tracer engine. Normally a raytracing ray that is directed into a volume will be raytraced very deeply (followed) until a point’s transparency is equal to 0 (completely opaque). You will, though, never notice when the Volume Tracer has reached 100% opacity and has stopped calculating. A value between 1% and 10% are recommended to decrease render times.

这种设置为加速计算提供了另一种可能性。它定义了体积跟踪引擎的限制。正常情况下,直接进入一个体的光线追踪射线会被追踪得非常深(跟随) ,直到一个点的透明度等于0(完全不透明)。不过,你永远不会注意到体积跟踪器已经达到100% 不透明度并停止计算。建议使用1% 到10% 之间的值来减少渲染时间。

ShadowMap Step Size[0.01..+∞]

ShadowMap 步长[0.01. . + ∞]

As already explained for the Volume Tracer, sampling volume in PyroCluster can be a little tricky. The settings and their effects are the same as described for Sample Distance, the only difference being these settings affect shadow maps only.

正如已经解释的体积示踪剂,采样量在 PyroCluster 可能有点棘手。设置和它们的效果与示例距离描述的相同,唯一的区别是这些设置只影响阴影贴图。

ShadowMap Trans. Limit[0..100%]

影子地图反式限制[0.100% ]

Calculation time can also be sped up using this setting. It defines the stopping point of the Volume Tracer engine. Normally a raytracing ray that is directed into a volume will be raytraced very deeply (followed) until a point’s transparency is equal to 0 (completely opaque). You will, though, never notice when the Volume Tracer has reached 100% opacity and has stopped calculating. A value between 1% and 10% are recommended to decrease render times.

使用此设置还可以加快计算时间。它定义了体积跟踪引擎的停止点。正常情况下,直接进入一个体的光线追踪射线会被追踪得非常深(跟随) ,直到一个点的透明度等于0(完全不透明)。不过,你永远不会注意到体积跟踪器已经达到100% 不透明度并停止计算。建议使用1% 到10% 之间的值来减少渲染时间。

Raytraced Step Size[0.01..+∞]

Raytraced 步长[0.01. . + ∞]

As already explained for the Volume Tracer, sampling volume in PyroCluster can be a little tricky. The settings and their effects are the same as described for Global, the only difference being these affect only hard shadows.

正如已经解释的体积示踪剂,采样量在 PyroCluster 可能有点棘手。设置和它们的效果和全局描述的一样,唯一的区别是这些只影响硬阴影。

Raytraced Trans. Limit[0..100%]

Raytraced 反式限[0.100% ]

Calculation time can also be sped up using this setting. Normally a raytracing ray that is directed into a volume will be raytraced very deeply (followed) until a point’s transparency is equal to 0 (completely opaque). You will, though, never notice when the Volume Tracer has reached 100% opacity and has stopped calculating. A value between 1% and 10% are recommended to decrease render times.

使用此设置还可以加快计算时间。正常情况下,直接进入一个体的光线追踪射线会被追踪得非常深(跟随) ,直到一个点的透明度等于0(完全不透明)。不过,你永远不会注意到体积跟踪器已经达到100% 不透明度并停止计算。建议使用1% 到10% 之间的值来减少渲染时间。

RayTrans. Correction[0..100%]

RayTrans. 修正[0. . 100% ]

As explained in the previous sectionPyroCluster Tips & Tricks, if you increase the transparency cut-off value used by the Volume Tracer (the Ray Trans. Limit value) you gain render speed. However, some artifacts may appear when using Ray Trans. Limit to the extreme. In these cases you should enable the RayTrans. Correction, which will attempt to correct these problems — see the images above.

正如前面的部分解释的 pyrocluster Tips & Tricks,如果你增加了体积跟踪器使用的透明度截止值。限制值)你获得渲染速度。但是,在使用 Ray Trans 时可能会出现一些工件。极限。在这些情况下,您应该启用 RayTrans。更正,将尝试更正这些问题ー见上面的图片。

Disabling RayTrans. Correction means that the volume effects will render more transparently as you increase the Ray Trans. Limit This happens because the rays traveling into the volume are stopped before they become 100% opaque. PyroCluster uses the transparency value as it is set in the Limit box. To prevent this, enable the RayTrans. Correction parameter.

禁用 RayTrans。修正意味着当你增加光线反射时,体积效果会呈现得更透明。这是因为进入体积的光线在变成100% 不透明之前就停止了。PyroCluster 使用在“限制”框中设置的透明度值。为了防止这种情况,请启用 RayTrans。校正参数。

RayTrans. Correction = On 校正 = On RayTrans. Correction = Off 校正 = 关闭

Volume Light

音量灯

By default, PyroCluster supports volume light effects. You may use any Cinema 4D light and effect to illuminate PyroCluster atmospherics, including Inverse Volumetric lights.

默认情况下,PyroCluster 支持音量光效果。您可以使用任何C4D 光和效果照亮 PyroCluster 大气,包括反体积灯。

To obtain colored volume light shadows, enable the Shadow Color Filter option on the Shadow page for PyroCluster.

若要获得有色的体积光阴影,请在 PyroCluster 的阴影页面上启用阴影颜色滤镜选项。

Gradients

梯度

Understanding how the gradients work is key to getting the most out of PyroCluster.

理解梯度是如何工作的关键得到最大的 PyroCluster。

Example:

例子:

Volume light with Shadow Color Filter turned onr 体积光与阴影色彩过滤器打开 Volume light with an inverted light effect 具有倒置光效果的体积光

How are colored volume light shadows created?

彩色体积光影是如何产生的?

To obtain colored volume light shadows, enable the Shadow Color Filter option on the Shadow page for PyroCluster.

若要获得有色的体积光阴影,请在 PyroCluster 的阴影页面上启用阴影颜色滤镜选项。