GI
胃肠道
The following settings are primarily designed to improve the overall GI Irradiance Cache quality but they also work in part for other modes. Numerous GI properties can be defined at the object level. The first three parameters affect the corresponding global GI settings.
启用 GI 参数
Activates or deactivates the Compositing tag’s GI settings.
激活或停用合成标记的 GI 设置。
强度比率[0. . 1000% ]
Use this parameter to adjust the GI intensity at object level (global: Primary and secondary intensity). This applies for both the final brightness of the rendered object and the emitted GI intensity (clearly visible in example above).
Stochastic Samples Ratio[1..1000%]
随机样本比率[1. . 1000% ]
Use this setting to define the number of Samples - i.e., the number of rays per shading point - at object level (global: Samples)
使用这个设置来定义对象级别上的样本数——即每个阴影点的光线数——(全局: 样本)
Record Density Ratio[1..1000%]
记录密度比率[1. . 1000% ]
Use this setting to define the records density (see depiction of previous Stochastic Samples parameter at object level (global: Records Density). An increased sample density can be used to "capture" a very fine shadow.
使用此设置来定义记录密度(请参阅在对象级别上描述以前的随机样本参数(全局: 记录密度))。增加样本密度可以用来“捕捉”一个非常细小的阴影。
Since the shadow point density is at its maximum (every relative pixel), this parameter will have no influence when rendering in the QMCGI Mode.
由于阴影点密度最大(每个相对像素) ,这个参数在 QMCGI 模式下渲染时不会有任何影响。
Note that, depending on an object’s structure, a value of less than 100% may result in no visible effect at all. This is because a minimal sample density may already have been calculated under certain circumstances (flat, smooth objects). In the case of more jagged surfaces, a lower Records Density value can have a visible effect.
注意,取决于对象的结构,小于100% 的值可能根本不会产生任何可见的效果。这是因为在某些情况下(平坦、光滑的物体)最小样本密度可能已经计算过了。在更多锯齿表面的情况下,较低的记录密度值可以有一个可见的效果。
启用强制 QMC 抽样
If you want to completely exclude certain objects from the relatively imprecise Irradiance Cache calculation and use the slower but more precise (QMC) method, this option is the one you want to use. An increased sample density can be used to "capture" a very fine shadow.
如果您想从相对不精确的 Irradiance Cache 计算中完全排除某些对象,并使用较慢但更精确的(QMC)方法,那么这个选项就是您想要使用的。增加样本密度可以用来“捕捉”一个非常细小的阴影。
Since the shadow point density is at its maximum (every relative pixel), this parameter will have no influence when rendering in the QMCGI Mode.
由于阴影点密度最大(每个相对像素) ,这个参数在 QMCGI 模式下渲染时不会有任何影响。
This option is also ideal for use with GI Caustics because the IC smoothing will be disabled, which produces great-looking (albeit correspondingly slow) lighting.
这个选项也是理想的与胃肠焦散使用,因为集成电路平滑将被禁用,这产生伟大的前瞻性(尽管相应缓慢)照明。
For transparent objects, the GI Irradiance Cache is not interpolated to bordering surfaces (see also Enable Interpolation Grouping) and is calculated differently from "normal" objects. This makes sense in most cases and is also intentional. In certain instances this can, however, lead to unwanted side-effects. For example, visible errors can result on bordering surfaces of partially transparent and opaque objects (see image above).
对于透明物体,GI 辐照度缓存不插值到边界表面(参见允许插值分组) ,并且计算方法与“正常”物体不同。这在大多数情况下是合理的,也是有意的。然而,在某些情况下,这会导致不必要的副作用。例如,部分透明和不透明对象的边界表面可能会产生可见错误(见上图)。
This option can also be applied to objects that have a texture loaded into the Transparency channel.
此选项还可以应用于将纹理加载到透明度通道中的对象。
Disabling the Enable Transparency Overlook option will result in transparent objects being treated like any other object with regard to GI.
禁用 Enable Transparency Overlook 选项将导致透明对象被视为与 GI 相关的任何其他对象一样。
It can occur that you want to keep bordering objects strictly separated with regard to (IR) GI. The Irradiance Cache does not differentiate between separate surfaces and interpolates colors over such surfaces. In most cases, this behavior is correct and desirable.
您可能希望根据(IR) GI 将相邻对象严格分开。辐照度缓存不区分不同的表面和插值的颜色在这样的表面。在大多数情况下,这种行为是正确和可取的。
In the image above you can see how both objects are affected by the cache values - in this case, something that is not desired.
在上面的图片中,您可以看到两个对象是如何受到缓存值的影响的——在这种情况下,这是不需要的。
Activate the Enable Interpolation Grouping option to separate the effect of the Irradiance Cache between the objects (in your example it would suffice to assign the Compositing tag to one of the squares).
激活启用插值分组选项来分离对象之间的辐照度缓存的效果(在您的例子中,将合成标记分配给其中一个正方形就足够了)。
By the way, this is done automatically (internally) for transparent objects. If this effect is not desired it must be disabled using the previously described Enable Transparency Overlook option.
顺便说一下,对于透明对象,这是自动(内部)完成的。如果这个效果不理想,必须使用前面描述的启用透明度忽略选项禁用它。