Compositing Tag 合成标签Basic 基础Tag 标签GI 胃肠道Exclusion 排除Object Buffer 对象缓冲区

Tag Properties

标签属性

Cast Shadows
Receive Shadows

投射阴影/接收阴影

Sometimes it is useful to prevent objects from casting or receiving shadows, especially for technical illustrations. In such cases, disable these options.

有时候防止物体投射或接收阴影是有用的,特别是对于技术插图。在这种情况下,禁用这些选项。

Seen by Camera
Seen by Rays

摄影: CameraSeen 摄影: ray

In some instances, objects should be visible but their reflections not or an object’s shadow should be rendered but the object itself not. Of course this would be impossible in reality but it’s possible here.

在某些情况下,对象应该是可见的,但它们的反射或对象的阴影应该呈现,但对象本身不。当然,这在现实中是不可能的,但在这里是可能的。

If Seen by Camera is active all first generation rays, i.e., the visual rays from the camera from which the scene is being viewed will see a given object. Note that a disabled Seen by Camera option will not hide the respective object from view entirely because it will, depending on the settings used, still be visible in transparent or reflective surfaces.

如果被摄像机看到是激活的所有第一代光线,也就是说,从被观察的场景的摄像机的视觉光线将看到一个给定的对象。注意,被禁用的被摄像机看到选项不会完全隐藏相应的对象,因为根据使用的设置,它仍然可以在透明或反射表面看到。

If Seen by Rays is active subsequent (higher) generations of rays will also be calculated, e.g., those of a reflection or refraction. These higher generation rays can in turn be applied separately in conjunction with the options described below (Seen by Transparency, Seen by Refraction and Seen by Reflection).

如果被光线看到是活跃的后续(更高)代的光线也将被计算,例如,那些反射或折射。这些更高一代的光线可以与下面描述的选项(透明观察,折射观察和反射观察)一起单独应用。

From left to right: All options active; 从左到右: 所有选项都处于活动状态;Seen by Camera 摄影机拍摄 deactivated; 停用;Seen by Rays 被射线看到 deactivated; all options active, except for 关闭; 所有选项都处于活动状态,除了Seen by Reflection 通过反射看到. Tip: 提示:
Note that a disabled 注意,一个残疾人Seen by Camera 摄影机拍摄 option will have no effect for an object located behind a refracting transparency. The 选项对位于折射透明性后面的对象不会产生任何影响。这个Seen by Refraction 折射所见 option must be enabled. 选项必须启用

Seen by GI

美国大兵看到

Enable this option if you want the object to generate global illumination. If you disable the option, the object will not generate global illumination. This setting has no effect unless Advanced Render is used (Cinema 4D Studio).

如果您希望对象生成全局光源/文件,请启用此选项。如果你禁用这个选项,对象将不会生成全局光源。除非使用高级渲染(Cinema 4D Studio) ,否则这个设置没有效果。

To enable or disable GI globally, use the 若要全局启用或禁用 GI,请使用Global illumination 全局光源 option in the render settings ( 在渲染设置(Global illumination 全局光源 page). 专页)

Self Shadowing

自我阴影

Left, active 左边,激活Self Shadowing 自我阴影; right, ; 对,Self Shadowing 自我阴影 deactivated. 使失去活性

In some cases, it’s required that objects cast shadows onto other objects but not on themselves. Voilà, this is exactly what this option regulates – simply deactivate this option to eliminate self-shadowing.

在某些情况下,需要对象将阴影投射到其他对象上,而不是投射到自身上。瞧,这就是这个选项的规定——简单地关闭这个选项来消除自我遮蔽。

Self Shadowing 自我阴影 CANNOT be turned off when using Soft shadows. 使用软阴影时无法关闭

Compositing Background

合成背景

This option will cause the object to be self-illuminated yet still receive shadows.

此选项将导致对象是自发光但仍然接收阴影。

The object in question (in our example below, the floor) must have its own material.

有问题的物体(在我们下面的例子中,地板)必须有自己的材质。

Suppose you are creating a car for a website. The website uses a white background and you need to render the car so that it appears to cast a shadow onto the web page.

假设您正在为一个网站创建一辆汽车。该网站使用白色背景,你需要渲染的汽车,使它似乎投射到网页上的阴影。

Tip: 提示:
It is important that the respective object (in this case the floor) actually has its own material assigned to it. 重要的是,各个对象(在这里是地板)实际上有自己的材质分配给它

Compositing Background for HDR Maps

HDR 地图的合成背景

Tip: 提示:
Note also the 还要注意Shadow Catcher 阴影捕手 shader that can do pretty much the same but also works more flexibly in conjunction with the Alpha channel. 着色器,可以做几乎相同,但也更灵活地与阿尔法通道一起工作 Note the GI shadows under the spheres 注意球体下面的 GI 阴影

Enable this option if you want to integrate rendered objects in a Project that was illuminated using GI and HDRI textures (must be assigned to a Sky object). The Compositing tag will then usually be assigned to a Floor object. Light and shadows from the GI illumination will then be combined with the background image (in our example with an HDRI texture applied to the sky).

如果您希望在使用 GI 和 HDRI 纹理(必须分配给 Sky 对象)照明的项目中集成呈现的对象,请启用此选项。然后合成标记通常被分配给一个 Floor 对象。光线和阴影从 GI 照明,然后将结合背景图像(在我们的例子中,一个 HDRI 纹理应用于天空)。

Seen by GI

美国大兵看到

Using this option, individual objects can be excluded from the GI calculation. For example, multiple Sky objects can be defined in combination with the Seen by Camera and Seen by Rays options: One for direct visibility, one for reflected/refracted rays and one for generating Global Illumination.

使用此选项,可以从 GI 计算中排除单个对象。例如,多个天空物体可以定义为与相机看到和光线看到相结合的选项: 一个用于直接可见,一个用于反射/折射光线和一个用于产生全局光源。

Seen by Transparency

透明度

This option relates to everything that influences transparency during rendering:

这个选项与渲染过程中影响透明度的所有因素有关:

If this option is deactivated, an object with this Compositing tag setting will not be visible when behind transparent objects. This option must be disabled if you want to hide objects that lie behind rendered transparent objects. See here for more details.

如果停用此选项,则在透明对象后面时,具有此合成标记设置的对象将不可见。如果要隐藏呈现透明对象背后的对象,则必须禁用此选项。点击这里了解更多细节。

Seen by Refraction

折射所见

Choose from transparency and refraction. Refraction takes place when Refraction in a material channel’s Transparency channel menu is not equal to 1. Otherwise, Seen by Transparency will apply.

选择透明度和折射。折射发生在材质通道的透明通道菜单中的折射不等于1时。否则,“透明度所见”将适用。

If this option is disabled, the object with this Compositing tag setting will no longer be visible behind transparent objects that have a refraction index.

如果禁用此选项,具有此合成标记设置的对象将不再在具有折射率的透明对象后面可见。

Seen by Reflection

通过反射看到

Last but not least, an option for reflection: If this option is deactivated, the object with this Compositing tag setting will no longer be visible in reflective objects.

最后但并非最不重要的一个反射选项: 如果停用此选项,具有此合成标记设置的对象将不再在反射对象中可见。

Seen by AO

作者: AO

Here you can define whether or not an object should be included in Ambient Occlusion. If this option has been deactivated, the corresponding object will be completely invisible for Ambient Occlusion. That means:

这里您可以定义一个对象是否应该包含在 Ambient Occlusion 中。如果此选项已被停用,那么对应的对象对于 Ambient Occlusion 将完全不可见。这意味着:

Force Antialiasing
Min
Max
Threshold[0..100%]

最大阈值[0. . 100% ]

Antialiasing is defined globally in the render settings (Antialiasing page). To override the global settings for the tag’s object, enable Force Antialiasing and set Min, Max and Threshold to the desired values.

反走样是在渲染设置(反走样页面)中全局定义的。若要覆盖标记对象的全局设置,请启用强制反锯齿,并将 Min、 Max 和 Threshold 设置为所需的值。

The settings will only have an effect if 设置只有在下列情况下才会产生效果:Use Object Properties 使用对象属性 is enabled in the render settings (Antialiasing page). 在渲染设置(反走样页面)中启用 The Threshold value you enter here is used only if it is lower (i.e. more accurate) than the Threshold value in the render settings. Otherwise the value in the render settings is used. This ensures the object always uses the most accurate Threshold. Likewise, the best Min and Max values are used. 只有当您输入的阈值低于呈现设置中的阈值(即更精确)时,才会使用该阈值。否则将使用呈现设置中的值。这确保了对象始终使用最精确的 Threshold。同样,使用最佳最小值和最大值

Matte Object
Color

哑光物体颜色

Activating this setting will do the following:

激活此设置将执行以下操作:

So, what is this good for?

那么,这有什么好处?

Such functionality can be useful for compositing (i.e. combining image elements). Imagine a scene in which a tornado is passing over a bridge. In a normal production pipeline, such a scene would be worked on by several team members. Let’s say artist A is assigned to the highly detailed bridge and artist B works on the tornado. When the scene is later composited, bridge and tornado must be brought together. In such cases (this one being a simplified example) it’s helpful to render the bridge and tornado using several Multi-Passes, in which the bridge, for example, can be defined as a matte object. Having all bridge elements in the rendering as a single-color matte mask is then very helpful when compositing the scene.

这样的功能对于合成(即组合图像元素)非常有用。想象一个龙体积风经过一座桥的场景。在一个正常的生产流水线中,这样的场景将由几个团队成员来处理。让我们说艺术家 a 被分配到高度详细的桥梁和艺术家 b 的作品龙体积风。当场景后来被合成,桥梁和龙体积风必须被带到一起。在这种情况下(这是一个简化的例子) ,使用几个 Multi-Passes 渲染桥梁和 tornado 是有帮助的,例如,桥梁可以定义为哑光对象。在渲染中使用所有的桥元素作为单色蒙版对于合成场景非常有帮助。

Matte objects are always then useful when areas of the image(s) should be covered without having to use alpha channels.

哑光对象在不必使用 alpha 通道就可以覆盖图像区域的情况下总是有用的。