Shadow
阴影
Shadows are a very important component of PyroCluster. It is therefore very important that you read this section very carefully in order to understand how shadows work in PyroCluster.
阴影是火焰团簇的一个重要组成部分。因此,为了理解 PyroCluster 中的阴影是如何工作的,仔细阅读本节是非常重要的。
PyroCluster effects have a unique range of options to provide control over shadows.
PyroCluster 效果有一系列独特的选项来控制阴影。
PyroCluster creates 3D volumetric effects using both shadow casting and transparency information. PyroCluster effects can receive shadows, can cast shadows of any color, can have self shadows and shadows that have their own ambience.
PyroCluster 使用阴影投射和透明信息创建3D 体积效果。PyroCluster 效果可以接收阴影,可以投射任何颜色的阴影,可以有自己的阴影和有自己氛围的阴影。
接收阴影
PyroCluster puffs can not only receive and cast shadows, but they can also have self shadows of any color and transparency, and even cast colored shadows.
PyroCluster 不仅可以接收和投射阴影,还可以有任何颜色和透明度的自身阴影,甚至可以投射彩色阴影。
Enable this option if you want other objects in the scene to be able to cast shadows onto PyroCluster puffs.
如果你希望场景中的其他物体能够在 PyroCluster 上投射阴影,那么启用这个选项。
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投下阴影
Enable this option if you want puffs to cast shadows onto other objects. Take a look at the examples below:
启用这个选项,如果你想让 puffs 将阴影投射到其他物体上。看看下面的例子:
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自我阴影
Enable this option if you want the PyroCluster effect to cast shadows onto itself. Raytraced Samples (see below) create the most realistic effects, but keep in mind that they also take the longest time to render.
如果你想让 PyroCluster 效果在自身上投射阴影,请启用此选项。Raytracedsamples (见下文)创建了最真实的效果,但是要记住它们也需要最长的渲染时间。
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透明度[0. . 100% ]
Normally the base color for shadows is black. Sometimes, depending on global illumination or other diffuse lighting effects, these shadows may look too dark for your scene. The Transparency value allows you to adjust the intensity of shadows, where 0% is opaque and 100% is completely transparent (i.e. invisible shadows).
通常阴影的基本颜色是黑色。有时,取决于全局光源或其他漫射光效果,这些阴影对于你的场景来说可能看起来太暗了。透明度值允许你调整阴影的强度,其中0% 是不透明的,100% 是完全透明的(即不可见的阴影)。
例子:
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环境
The key to great-looking shadows is their ambient lighting. PyroCluster lets you apply any shadow you like to shadows. This Ambient option enables you to add a fourth element to the equation: a color for the shadow itself. Because this is a property of the puff itself, it affects only shadows cast onto the puff (i.e. self shadows). When rendered, this ambient color can look like a glow.
好看的阴影的关键是它们的环境光线。PyroCluster 允许你对阴影应用任何你喜欢的阴影。这个 Ambient 选项允许您向方程添加第四个元素: 阴影本身的颜色。因为这是粉扑本身的属性,它只影响投射到粉扑上的阴影(即自身阴影)。渲染时,这个环境颜色可以看起来像一个辉光。
例子:
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阴影色彩滤镜
Enable this option if you want to use colored shadows. The color of the shadow is taken from the color and intensity of the volume effect of the puff — for example, a green puff will cast a green shadow.
如果您想使用彩色阴影,请启用此选项。影子的颜色取决于粉扑的颜色和体积效果的强度,例如,绿色粉扑会投射出绿色的影子。
例子:
使用 ShadowMaps 示例
As already described under The Volume Tracer, the shadow calculation is the most time-critical aspect of PyroCluster. For this reason it is important to know how to optimize shadow maps and render times.
正如已经在体积跟踪器中描述的那样,阴影计算是 PyroCluster 中最关键的部分。因此,了解如何优化阴影贴图和渲染时间非常重要。
Normally, you won’t require many details in shadows, regardless of whether or not they are rendered using the Raytracer. Using PyroCluster’s volume tracer uses thousands (if not more) of rays to calculate black (or very dark) pixels in shaded regions. This is completely unnecessary unless you purposely want to render very fine details in the PyroCluster volume.
通常情况下,你不需要太多的阴影细节,无论是否使用 Raytracer 渲染。使用 PyroCluster 的体积跟踪器使用成千上万(如果不是更多)的射线来计算阴影区域的黑色(或非常暗)像素。这是完全没有必要的,除非您故意想要在 PyroCluster 体积中渲染非常精细的细节。
体积[1. . 100]
Raytraced shadows don’t use shadow maps and hence are more accurate and produce better results. However, the downside is that they take much longer to render.
光线追踪阴影不使用阴影贴图,因此更准确,产生更好的结果。然而,缺点是渲染时间要长得多。
Use the Volume value to limit the amount of volume subsampling used for raytraced shadows, and also to speed up rendering. A Volume value of 100% means that the entire volume is analyzed to generate self shadows and cast shadows. Use lower values to reduce subsampling for shadows that need less detail.
使用体积值限制用于光线追踪阴影的体积子采样的数量,也可以加快渲染速度。体积值为100% 意味着整个体积被分析以产生自身阴影和投射阴影。使用较低的值,以减少需要较少细节的阴影子采样。
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使用光线追踪样本
Raytraced shadows don’t use shadow maps and hence are more accurate and produce better results. However, the downside is that they take much longer to render.
光线追踪阴影不使用阴影贴图,因此更准确,产生更好的结果。然而,缺点是渲染时间要长得多。
Use the Volume value to limit the amount of volume subsampling used for raytraced shadows, and also to speed up rendering. A Volume value of 1 means that the entire volume is analyzed to generate self shadows and cast shadows. Use lower values to reduce subsampling for shadows that need less detail.
使用体积值可以限制用于光线追踪阴影的体积子采样的数量,也可以加快渲染速度。体积值为1意味着整个体积被分析以产生自身阴影和投射阴影。使用较低的值,以减少需要较少细节的阴影子采样。
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体积[1. . 100]
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变暗不透明度
Darken Opacity offers another way to brighten or darken puffs.
变暗的不透明度提供了另一种提亮或变暗泡芙的方法。
If this option is enabled, PyroCluster will use a different method to shade the puff. Light will be added or subtracted based on the puff’s current opacity. Denser areas can be made darker or brighter with the Dark Factor and Brightness values.
如果启用此选项,PyroCluster 将使用不同的方法来遮挡粉扑。光将增加或减少基于泡芙的当前不透明度。密度较高的区域可以使用暗因子和亮度值使其变暗或变亮。
暗因子[-∞ . . + ∞% ]
This value controls the amount of light that is added or subtracted based on the transparency of different areas of the puffs. Higher, positive values will darken areas of low transparency; negative values will brighten areas of low transparency.
这个值控制增加或减少的光量,根据不同地区的透明度的泡芙。较高的正值会使低透明度区域变暗; 负值会使低透明度区域变亮。
Below a cloud is shown, once brighter, once darker.
下面显示的是一朵云,一度明亮,一度暗淡。
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亮度[0. . + ∞% ]
This value controls how dark the areas should become when you use a Dark Factor. A Brightness value of 0% will add no extra light to the dark areas created by Darken Opacity option, while higher values will add light to these darker areas.
这个值控制当你使用暗因子的时候这些区域应该变得多暗。亮度值为0% 不会给暗不透明选项创建的暗区域增加额外的亮度,而较高的亮度值会给这些暗区域增加亮度。
例子:
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自投影选项
A soft shadow map always creates a soft self shadow. Sometimes you may not want this, hence PyroCluster provides control over a volume effect’s shadow map. Enable Self Shadow Options to make available the Bias and Smp. Range controls. These controls affect self shadows only, i.e., they don’t affect cast shadows.
一个软阴影地图总是创建一个软自我阴影。有时你可能不想这样,因此 PyroCluster 提供了对体积效果阴影图的控制。启用自身阴影选项,使偏见和 Smp 可用。距离控制。这些控件只影响自身的阴影,也就是说,它们不影响投射的阴影。
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偏差[0. . + ∞ m ]
Controls the distance between the shadow and the object.
控制阴影和对象之间的距离。
射程[0. . 20]
Defines the softness of the shadow, from 0 (hardest and quickest to render) to 20 (softest and longest to render).
定义阴影的柔软度,从0(最硬最快渲染)到20(最柔软最长渲染)。