PyroClusterBasic 基础Globals 全球Age 年龄Distance 距离Cyl. Distance Cyl,距离Shape 形状Illumination 照明Shadow 阴影Noise 噪音

Globals

全球

The settings on the Globals page control general parameters which describe the basic properties of a PyroCluster shader.

Globals 页面上的设置控制描述 PyroCluster 着色器基本属性的常规参数。

This page contains general settings for the selected PyroCluster shader.

此页包含选定的 PyroCluster 着色器的一般设置。

On

开始

The On/Off switch is especially useful when you are fine-tuning a scene. It allows you to turn the PyroCluster shader on and off for the selected material.

当你微调一个场景时,开/关开关特别有用。它允许你打开和关闭所选材质的 PyroCluster 着色器。

Preview...

预览..。

Some examples of using the PyroCluster preview, illustrating the use of the background option and the age slider. Changes to settings will be shown instantly in the preview, which uses shadow casting lights to represent the effects as accurately as possible

使用 PyroCluster 预览的一些示例,说明了背景选项和年龄滑块的使用。更改的设置将立即显示在预览中,这使用阴影投射灯,以尽可能准确地代表的效果

Once you are familiar with PyroCluster you will find that it is not always easy to predict how the various options will affect the final result. Fractal volume calculation is highly complex and the interdependencies are limitless; the color of one point in the volume may be affected by hundreds or even thousands of other points in the volume.

一旦你熟悉了 PyroCluster,你会发现预测各种选项将如何影响最终结果并不总是那么容易。分形体积计算非常复杂,相互依赖性是无限的,体积中一个点的颜色可能会受到体积中成百上千个其他点的影响。

PyroCluster is simulating natural phenomena and, as in nature, things like clouds and fluid movements are often chaotic and unpredictable. It would all be too hard if there wasn’t a hint as to how PyroCluster effects will render; this is where the PyroCluster preview comes in.

PyroCluster 是模拟自然现象,就像在自然界一样,云和流体运动通常是混乱和不可预知的。如果没有关于 PyroCluster 效果渲染方式的提示,那就太难了; 这就是 PyroCluster 预览的用武之地。

Enable the floating PyroCluster Preview window by clicking the Preview button on the Globals page. This window will render a single puff using all settings. A live connection between the settings and the preview means that any change to the settings will automatically be reflected in the preview. The preview window uses shadow casting lights to render the puff as accurately as possible.

通过单击 Globals 页面上的 Preview 按钮启用浮动 PyroCluster 预览窗口。这个窗口将使用所有设置渲染单个粉扑。设置和预览之间的实时连接意味着对设置的任何更改都将自动反映在预览中。预览窗口使用阴影投射灯,以尽可能准确地渲染粉扑。

The PyroCluster preview has a number of options. You can toggle between a checkered pattern background (with a transparent puff) and a solid, colored background by clicking the checkered icon. You can change the color of the solid background by clicking on the icon beneath the checkered icon. By dragging the slider at the bottom of the display, you can update the display to show how the puff changes over its lifetime.

PyroCluster 预览有许多选项。你可以通过点击方格图标在方格图案背景(用透明粉扑)和纯色背景之间切换。你可以通过点击方格图标下面的图标来改变固体背景的颜色。通过拖动显示器底部的滑块,您可以更新显示器,以显示泡芙在其生命周期中的变化。

The PyroCluster preview window offers three options:

PyroCluster 预览窗口提供了三个选项:

  1. Background: Checkerboard pattern (on/off switch) 背景: 棋盘模式(开/关开关)
  2. Background: Opaque background color (color picker) 背景: 不透明的背景色(颜色选择器)
  3. Life slider (shows how the mass changes over time) 生活滑块(显示质量如何随时间变化)

Volume[1..100%]

成交量[1. . 100% ]

The percent volume is a critical setting. It directly influences the look and render speed of the rendered volume effect. Remember to proceed very carefully when using high values for the Use Distance setting to reduce render times.

体积百分比是一个关键设置。它直接影响渲染体积效果的外观和渲染速度。记住在使用距离设置中使用高值来减少渲染时间时要非常小心。

Tip: 提示:
Do not change the volume if using Use Distance. Read the description below to find out more about the Volume setting. 如果使用“使用距离” ,请不要更改音量。请阅读下面的描述,了解更多关于体积设置的信息

Refer to the Volume Tracer section to find out how PyroCluster creates 3D volumetric effects. The illustration below shows what the Volume value does.

请参阅体积示踪器部分,了解 PyroCluster 如何创建3D 体积效果。下面的插图显示了体积值的作用。

As you can see, the percent volume defines how clearly the raytracing ray will be seen within the PyroCluster body. This is the part of the ray within the body, which is affected by the percent volume. The length of this ray represents the distance (for samples). A Volume value of 50% would only use half the number of points in this body to create the fractal noise. Lower values result in faster render times but the smoke or cloud effect would look correspondingly worse.

正如你所看到的,体积百分比定义了在 PyroCluster 主体中光线追踪射线的清晰度。这是身体内射线的一部分,它受体积百分比的影响。这条射线的长度表示距离(对于样品)。一个50% 的体积值将只使用这个身体中一半的点数来创建分形噪声。较低的值会导致渲染时间更快,但是烟雾或云层效果会相应地看起来更糟。

Luminosity[0..100%]

发光度[0. . 100% ]

Usually PyroCluster uses a weighted calculation algorithm to add the atmospheric effects to the scene. The particular calculation used means that, in general, dense clouds are rendered darker and more opaque than thin clouds.

通常 PyroCluster 使用加权计算算法来添加场景中的大气效果。使用的特殊计算方法意味着,一般来说,密云比薄云更暗、更不透明。

This Luminosity setting gives you control over the amount of additive pixel calculation, expressed as a percentage of the total effect. This is the opposite of weighted pixel blending because, in this case, as you increase the Luminosity value more particles in an area result in a brighter overall appearance.

此亮度设置使您可以控制添加像素的计算量,以总效果的百分比表示。这与加权像素混合相反,因为在这种情况下,随着亮度值的增加,一个区域中更多的粒子会导致更明亮的整体外观。

As you increase the value to 100%, Luminosity smoothly turns the calculation into an additive pixel color blend; pixel intensities will be added and you will get bright areas instead of dark ones in the cloud.

当增加到100% 时,亮度平滑地将计算转换为添加的像素颜色混合; 像素强度将被添加,您将得到明亮的区域而不是云中的暗区域。

Take a look at the following example:

看看下面的例子:

Particles with Luminosity set to 0% 光度设置为0% 的粒子 Particles with Luminosity set to 100% 光度设置为100% 的粒子 Note: Luminance is the maximum illumination value that can be calculated. 注: 亮度是可以计算的最大照度值

Density[0..+∞]

密度[0. . + ∞]

This value controls the overall transparency of the atmospheric effect. A value of 0 means that every single puff will be 100% transparent. Higher values will make the volumetric effect more dense.

这个值控制大气效果的整体透明度。值为0意味着每一次喷射都是100% 透明的。更高的数值将使体积效果更加密集。

Keep in mind that low density values may have a huge impact on render time. The puff’s density is calculated according to several aspects of the effect. Each particle in the particle system generates a puff and each puff adds to the opacity of the overall effect.

请记住,低密度值可能会对渲染时间产生巨大影响。根据影响的几个方面计算了泡沫的密度。粒子系统中的每个粒子产生一个泡芙,每个泡芙增加了整体效果的不透明度。

You can imagine the Density value as a global transparency controller for the puffs. However, keep in mind that when you have just 100 particles with a high density, say 50%, you may well be able to see through this cloud. Increasing the particle count, while keeping them in the same-sized volume, would result in a denser cloud.

您可以将其密度值想象为膨胀的全局透明度控制器。然而,请记住,当你只有100个高密度的粒子时,比如说50% ,你很可能能够看穿这片云。增加粒子计数,同时保持它们在同样大小的体积,将导致一个更加密集的云。

Color

颜色

The Color gradient on the Globals page controls the color of the puffs.

Globals 页面上的 Color 渐变控制了喷出物的颜色。

The Color gradient controls the color of the puff. From left to right, the gradient represents the inside to the outside of the puff. This gradient provides the base colors for all calculations and must therefore be created and edited with some thought.

颜色渐变控制粉扑的颜色。从左到右,渐变代表粉扑的内部到外部。这个渐变为所有的计算提供了基本的颜色,因此必须用一些思想来创建和编辑。

Gradient Mode

渐变模式

Flat Radius

平直半径

PyroCluster generally renders puffs based on the values in a color gradient. The color to the left of the gradient is used in the center of the puff while the color to the right is used at the outer edges.

PyroCluster 通常根据颜色渐变中的值来渲染。渐变左边的颜色用于泡芙的中心,而右边的颜色用于外边缘。

Local Radius

局部半径

Local Radius gradients (using the same gradient as in the Flat Radius example above) with Max set to 100 (left) and 50 (right). Note that there is more blue on the outer edges of the puff to the right because blue is used as the puff color from 50% of the radius to its full value

局部半径梯度(使用相同的梯度在平半径例子上面) ,最大设置为100(左)和50(右)。请注意,有更多的蓝色在外部边缘的粉扑的权利,因为蓝色是用作粉扑颜色从50% 的半径到其充分的价值

Local Radius mode always applies the color gradient within the volume of the puff, from the center to the surface of each puff. The color to the left of the gradient is used for the center of the puff while the color on the right is used at the edges.

局部半径模式始终应用颜色梯度在体积内的泡沫,从中心到表面的每个泡沫。渐变左边的颜色用于泡芙的中心,而右边的颜色用于边缘。

It makes no difference how large the puff grows, since the gradient is always adjusted to fit, a process known as normalization. You can change the normalization of the gradient using the Min and Max values. Min represents the center area (0 is the actual center) and Max represents the outer edge of the puff (100% is equivalent to the radius of the puff). For example, a Max value of 80% means that the right-hand side of the gradient color will be used to draw the puff when the distance from the center is greater than 80% of the radius.

因为渐变总是被调整到适合的程度,所以膨胀的大小没有区别,这个过程被称为标准化。您可以使用 Min 和 Max 值更改渐变的标准化。Min 代表中心区域(0为实际中心) ,Max 代表泡沫的外缘(100% 等于泡沫的半径)。例如,最大值为80% 意味着当到中心的距离大于半径的80% 时,将使用渐变颜色的右侧来绘制粉扑。

Example:

例子:

A maximum value of 80 will result in the color at the right of the gradient being used to depict the mass when the radius is greater than 80% of the entire radius. A value of 50% will result in the mass being depicted beginning at half the radius of the mass.

当半径大于整个半径的80% 时,最大值80将导致梯度右侧的颜色被用来描述质量。一个50% 的值将导致描绘的质量从质量半径的一半开始。

Example

例子

Max. Radius = 100 最大半径 = 100 Max. Radius = 50 最大半径 = 50

World Radius

世界半径

World Radius mode uses a non-normalized color gradient and the Min and Max values represent the radius measured in World coordinates. For example, suppose the puffs have a radius of 50, the Max value is set to 25 and the color gradient is yellow to blue: only the right-hand side color of the gradient (blue, in this case) will be used to draw the puffs at distances more than 25 units from the center.

世界半径模式使用非归一化的颜色梯度和最小和最大值代表半径测量在世界坐标。例如,假设泡芙的半径为50,最大值设置为25,颜色梯度为黄色到蓝色: 只有右边的颜色梯度(在这个例子中是蓝色)将用于绘制距离中心超过25个单位的泡芙。

Example

例子

Again using the same gradient as in the Flat Radius example above and a puff radius of 50, here are two examples of using World Radius gradients with Max set to 10 (left) and 25 (right).

再次使用相同的梯度作为在上面的平半径例子和泡芙半径50,这里是两个例子使用世界半径梯度最大设置为10(左)和25(右)。

Examples: (Voxel Radius 50)

例子: (体素半径50)

Max Radius = 10.0 10.0 Max Radius = 25.0 25.0

Density

密度

Use the Density mode to draw the puffs based on the individual density values of each point in the volume.

使用密度模式绘制的基础上,每一个点在体积的密度值个别喷出。

Min[0..+∞%]

Min [0. . + ∞% ]

The left-hand color in the color gradient is used for areas of minimum (Min) density.

颜色渐变中的左边颜色用于密度最小的区域。

Max[0..+∞%]

最大值[0. . + ∞% ]

The right-hand color of the gradient is used for the areas of maximum (Max) density.

渐变的右侧颜色用于最大(最大)密度的区域。

Use Intersection

使用十字路口

The right-hand color of the gradient is used for the areas of maximum (Max) density.

渐变的右侧颜色用于最大(最大)密度的区域。

Ray Bias[0..+∞m]

Ray Bias [0. . + ∞ m ]

A wooden box filled with smoke, with Use Intersection disabled (left) and enabled (right). The enabled option keeps the smoke in the box.

一个充满烟雾的木制盒子,禁用交叉(左)和启用(右)。启用的选项将烟雾保留在框中。

Intersection tests are normally used to detect collisions in dynamic simulations. However, intersection testing also helps to constrain gas or smoke, so enable this option if you want to, for example, send a gas stream through a pipe. As you might expect, intersections can take quite some time to calculate for gaseous objects and a fast processor is recommended.

在动态模拟中,交叉测试通常用于检测碰撞。然而,交叉点测试也有助于限制气体或烟雾,因此,如果您想要,例如,通过管道输送气体流,启用此选项。正如你所料,十字路口可能需要相当长的时间来计算气态物体,建议使用快速处理器。

The Ray Bias value enables you to move the intersection point along the intersection ray to fine-tune the result. A value of 0 represents the originally calculated point of intersection; higher values will move the point away from there.

Ray Bias 值使您能够沿着交叉射线移动交叉点来微调结果。值0表示最初计算的交点; 较高的值将使该交点远离该交点。

Smoke escapes the box 烟从盒子里冒出来 Smoke stays inside the box 烟留在盒子里

Settings

设置

Six of the most commonly used effects are available as presets on the Settings drop-down list.

六个最常用的效果可以作为设置下拉列表上的预设。

Fire Volcano 火山
Cloud Steam 蒸汽
FireBall 火球 Smoke 烟雾