Cache Files
缓存文件
In this tab you will find numerous settings that let you save and re-use cached data. While GI is being calculated, the Project is analyzed and pre-calculations are set up whose results (caches) can be saved as files. When a Project is re-rendered, existing caches can then be reloaded instead of calculating these anew, which saves enormous amounts of render time!
在此选项卡中,您将找到许多设置,让您保存和重用缓存的数据。在计算 GI 时,对 Project 进行分析并设置预计算,其结果(缓存)可以保存为文件。当一个项目被重新渲染时,现有的缓存可以被重新加载,而不是重新计算这些缓存,这将节省大量的渲染时间!
The cache settings for the specific GI method selected will be made available. These methods allow caches to be saved/loaded:
选择的特定 GI 方法的缓存设置将可用。这些方法允许保存/加载缓存:
The following basic rule applies to saved/loaded cache files: They can only be used for a non-modified project. As soon as crucial geometry, materials, lights or even GI settings are modified, the data saved in the cache file will no longer be valid and a new cache should be calculated. Otherwise faulty renderings will result.
以下基本规则适用于保存/加载的缓存文件: 它们只能用于未修改的项目。一旦关键的几何形状、材质、灯光甚至 GI 设置被修改,保存在缓存文件中的数据将不再有效,并且应该计算一个新的缓存。否则将导致错误的渲染。
However, there are several exceptions to this rule. Certain settings that are not crucial for lighting situations in the cache, like those that were subsequently rendered, for example: output size (Light-Maps with Scale set to Screen are restricted to a specific output size), post effects and similar features can be fine-tuned with no problem. When in doubt, delete the existing cache and calculate a new one.
然而,这个规则有几个例外。对于缓存中的照明情况而言,某些设置并不重要,例如后来渲染的那些设置,例如: 输出大小(设置为 Screen 的比例尺映射被限制为特定的输出大小)、后期效果和类似功能可以毫无问题地进行微调。如果有疑问,删除现有的缓存并计算新的缓存。
Otherwise, tricks can also be used, e.g., adding a different background or sky - as long as it doesn’t affect the lighting situation too much.
除此之外,还可以使用一些技巧,例如,添加一个不同的背景或天空——只要它不会对照明情况产生太大的影响。
There is a difference between camera animations and full animations (see also GI and Animations).
摄像机动画和全动画有所不同(参见 GI 和动画)。
Information about cache files in conjunction with Team Render can be found here. The following basically applies: If Team Render should use cache files, the cache files must also be uploaded.
有关高速缓存文件和 Team Render 的信息可以在这里找到。基本上应用如下: 如果 Team Render 应该使用缓存文件,那么缓存文件也必须上传。
Irradiance
Caches
辐照度缓存
Contrary to Radiosity and Light Maps, cache entries can be calculated and saved for different camera views for Radiosity and Light Maps. Let’s assume you change the angle of view for a given Project. If you already saved a cache, you will only have to calculate the entries for the newly visible parts of the image - which of course is much faster (Auto Save and Auto Load must be enabled and rendering is done to the Picture Viewer).
与 Radiosity 和灯光贴图相反,高速缓存条目可以计算和保存为辐射度和灯光贴图的不同相机视图。假设您更改了给定项目的视角。如果您已经保存了一个缓存,那么您只需要计算图像中新出现的可见部分的条目——这当然要快得多(必须启用自动保存和自动加载,并且对图片查看器进行渲染)。
同步缓存
Clicking on this button will flush (delete) all previously saved caches. This should be done for the above-mentioned project modifications to avoid incorrect results. If the Auto Load option is disabled, the cache does not have to be flushed because there are no caches that can be loaded.
单击此按钮将刷新(删除)所有以前保存的缓存。对于上述项目修改,应当这样做,以避免不正确的结果。如果禁用“自动加载”选项,则不必刷新缓存,因为没有可以加载的缓存。
At the right of the button, information is displayed regarding any matching saved caches that have been found.
在按钮的右边,显示了关于已经找到的任何匹配的保存缓存的信息。
Prepass Only
Skip Prepass (If Present)
只准备跳过准备阶段(如果有)
These two options are primarily designed for tricks like the following: Assuming you want to render a camera animation (light situation is constant, i.e., no animated objects, materials or lights). You can, for example, calculate only every 5th frame (see Frame Step) or a small temporary output size for the prepass and then lock the actual cache (Skip Prepass (If Present) option) for rendering so Cinema 4D has to make do with what is available. Most often, the quality will nevertheless be sufficient.
这两个选项主要是为以下技巧设计的: 假设你想渲染一个摄像机动画(光的情况是不变的,即,没有动画对象,材质或灯光)。例如,您可以只计算每5帧(参见帧步骤)或小的临时输出大小,然后锁定实际的缓存(跳过 Prepass (如果存在)选项)渲染,所以Cinema 4D 必须使用什么是可用的。大多数情况下,质量还是足够的。
Note that this feature works best in conjunction with QMC and IR modes.
请注意,该特性最好与 QMC 和 IR 模式结合使用。
自动加载
If a cache file has already been saved using the Auto Save function, this option will load that file. If no cache is present, a new cache will be calculated. If enabled, this option defines for Team Render and Team Render Sever renderings whether or not existing cache files should be distributed to the Render Clients.
如果已经使用“自动保存”函数保存了缓存文件,则此选项将加载该文件。如果没有缓存,将计算新的缓存。如果启用,此选项将为 Team Render 和 Team Render Sever 渲染定义是否将现有缓存文件分发到 Render Clients。
自动保存
If enabled, the cache file will automatically be saved. If no separate save path is defined, the file will be saved to a folder named ,illum’ in the Project’s save path by default. The file will be named as follows: ,Filename.gi’. If a cache is calculated for each frame of animation (Full Animation Mode enabled), files will be named as follows: ,Filename0000x.gi2’. The following applies to rendering stills: When using Team Render make sure that the corresponding options are enabled. Otherwise no cache can be saved by the server for rendering.
如果启用,将自动保存缓存文件。如果没有定义单独的保存路径,默认情况下该文件将保存到 Project 的保存路径中名为 illum’的文件夹中。该文件的名称如下: ,Filename.gi’。如果为每个动画帧计算了缓存(启用了全动画模式) ,则文件的命名如下: ,Filename0000x.gi2’。以下应用于呈现静态: 在使用 Team Render 时,请确保启用了相应的选项。否则,服务器无法保存缓存以进行呈现。
全动画模式
This option must be enabled if your Project contains animated, changing light situations (i.e., animated objects, materials or lights). A cache will be calculated for each frame of animation which are self-contained and independent of each other. Contrary to IR versions prior to R15 in which various pre-passes and a lot of render time were required to calculate one and the same cache for the entire animation, the new version requires only a reasonable amount of render time (which unavoidably becomes longer as the animation progresses). If the Record Density is high enough, flickering can still be prevented.
如果您的项目包含动画的、变化的光线情况(例如,动画对象、材质或灯光) ,则必须启用此选项。每一帧动画都会计算出一个缓存,这个缓存是独立的。在 R15之前的 IR 版本中,为了计算整个动画的同一个缓存,需要各种预传递和大量的渲染时间,而新版本只需要合理的渲染时间(随着动画的进展,这个时间不可避免地变得更长)。如果记录密度足够高,仍然可以防止闪烁。
When saving caches, note that the Full Animation Mode generates numerous files that can require a great deal of memory!
当保存缓存,注意,全动画模式生成大量的文件,可能需要大量的内存!
Radiosity Maps
辐射度图
Similar to Irradiance Cache, Radiosity Maps can also be saved and re-used when the Project is rendered again.
类似于辐照度缓存,辐射度映射也可以保存和再次使用时,再次呈现项目。
When certain GI modes are combined (imagine IR+LM (Build Radiosity Maps enabled in the Light Mapping tab)), an entire cache cascade is calculated: consecutively one LM cache then a Radiosity Map cache and finally an Irradiance Cache. If you already calculated and saved all three caches and enable Auto Load for Irradiance Cache when you re-render, this option should also be enabled for the other caches. Otherwise these will be re-calculated unnecessarily, which is something that is normally not desired.
当某些 GI 模式被组合(想象 ir + LM (在 Light Mapping 选项卡中启用 Build Radiosity Maps)) ,一个完整的缓存级联被计算: 连续一个 LM 缓存然后一个 Radiosity Map 缓存最后一个 Irradiance 缓存。如果您已经计算并保存了所有三个缓存,并在重新渲染时启用自动加载 Irradiance Cache,那么这个选项也应该在其他缓存中启用。否则,这些数字将不必要地重新计算,这通常是不受欢迎的。
The following applies to the modifiable Light Mapping option Build Radiosity Maps: Because Radiosity Maps can become relatively large compared to Light Maps, it is recommended that the latter be saved (and loaded), and Radiosity Maps be created ,on-the-fly’ without saving them. This method is very fast and doesn’t stuff your hard drive full of potentially huge files.
以下适用于可修改的光线映射选项构建辐射度图: 由于辐射度图相对于光线映射可以变得相对较大,因此建议保存(并加载)后者,并在不保存它们的情况下动态创建辐射度图。这种方法非常快,而且不会将潜在的巨大文件塞满你的硬盘。
同步缓存
Clicking on this button will flush (delete) all previously saved caches. This should be done for the above-mentioned project modifications to avoid incorrect results. If the Auto Load option is disabled, the cache does not have to be flushed because there are no caches that can be loaded.
单击此按钮将刷新(删除)所有以前保存的缓存。对于上述项目修改,应当这样做,以避免不正确的结果。如果禁用“自动加载”选项,则不必刷新缓存,因为没有可以加载的缓存。
At the right of the button, information is displayed regarding any matching saved caches that have been found.
在按钮的右边,显示了关于已经找到的任何匹配的保存缓存的信息。
自动加载
If a cache file has already been saved using the Auto Save function, this option will load that file. If no cache is present, a new cache will be calculated. If enabled, this option defines for Team Render and Team Render Sever renderings whether or not existing cache files should be distributed to the Render Clients.
如果已经使用“自动保存”函数保存了缓存文件,则此选项将加载该文件。如果没有缓存,将计算新的缓存。如果启用,此选项将为 Team Render 和 Team Render Sever 渲染定义是否将现有缓存文件分发到 Render Clients。
自动保存
If enabled, the cache file will automatically be saved. If no separate save path is defined, the file will be saved to a folder named ,illum’ in the Project’s save path by default. The file will be named as follows: ,Filename.gir’. If a cache is saved for each frame of animation (Full Animation Mode enabled), the files will be named as follows: ,Filename0000x.gir’. When using Team Render make sure that the corresponding options are enabled. Otherwise no cache can be saved by the server for rendering.
如果启用,将自动保存缓存文件。如果没有定义单独的保存路径,默认情况下该文件将保存到 Project 的保存路径中名为 illum’的文件夹中。该文件的名称如下: ,Filename.gir’。如果为每一帧动画保存了一个缓存(启用了全动画模式) ,那么文件的名称如下: ,filename000x.gir’。在使用 Team Render 时,请确保启用了相应的选项。否则,服务器无法保存缓存以进行呈现。
全动画模式
If this option is enabled, the cache for each frame of animation will be rendered anew and saved with a unique (sequential) name. If this option is disabled, a single cache will be used for the entire animation (if Auto Save and Auto Load are enabled). The latter will only work with camera animations!
如果启用此选项,每帧动画的缓存将重新呈现,并使用唯一(顺序)名称保存。如果禁用此选项,则整个动画将使用单个缓存(如果启用了“自动保存”和“自动加载”)。后者将只与相机动画工作!
If this option is enabled in conjunction with Team Render: The server will not distribute any cache files; each client will calculate its own cache.
如果该选项与 Team Render 一起启用: 服务器将不分发任何缓存文件; 每个客户端将计算自己的缓存。
Note that numerous files are created by the Full Animation Mode when saving caches, which can require a great deal of memory!
注意,在保存缓存时,全动画模式创建了大量的文件,这可能需要大量的内存!
Light Mapping
光线测绘
As with Irradiance Cache, a Light Mapping cache can also be saved for later use. A single cache can be used for
camera animations (Full Animation Mode disabled). All flickering in Light Maps
during animation can be eliminated. Make sure to also enable the Use Camera Path
option. This works best if Scale is set to
与 Irradiance Cache 一样,Light Mapping Cache 也可以保存以供以后使用。一个单一的缓存可用于相机动画(全动画模式禁用)。所有闪烁的灯光地图在动画期间可以被消除。确保也启用了使用相机路径选项。如果 Scale 设置为 World,这种方法效果最好。
同步缓存
Clicking on this button will flush (delete) all previously saved caches. This should be done for the above-mentioned project modifications to avoid incorrect results. If the Auto Load option is disabled, the cache does not have to be flushed because there are no caches that can be loaded.
单击此按钮将刷新(删除)所有以前保存的缓存。对于上述项目修改,应当这样做,以避免不正确的结果。如果禁用“自动加载”选项,则不必刷新缓存,因为没有可以加载的缓存。
At the right of the button, information is displayed regarding any matching saved caches that have been found.
在按钮的右边,显示了关于已经找到的任何匹配的保存缓存的信息。
自动加载
If a cache file has already been saved using the Auto Save function, this option will load that file. If no cache is present, a new cache will be calculated. If enabled, this option defines for Team Render and Team Render Sever renderings whether or not existing cache files should be distributed to the Render Clients.
如果已经使用“自动保存”函数保存了缓存文件,则此选项将加载该文件。如果没有缓存,将计算新的缓存。如果启用,此选项将为 Team Render 和 Team Render Sever 渲染定义是否将现有缓存文件分发到 Render Clients。
自动保存
If enabled, the cache file will automatically be saved. If no separate save path is defined, the file will be saved to a folder named ,illum’ in the Project’s save path by default. The file will be named as follows: ,Filename.gil’. If a cache is saved for each frame of animation (Full Animation Mode enabled), the files will be named as follows: ,Filename0000x.gil’. When using Team Render make sure that the corresponding options are enabled. Otherwise no cache can be saved by the server for rendering.
如果启用,将自动保存缓存文件。如果没有定义单独的保存路径,默认情况下该文件将保存到 Project 的保存路径中名为 illum’的文件夹中。文件的名称如下: ,Filename.gil’。如果为每一帧动画保存了一个缓存(启用了全动画模式) ,那么文件的命名如下: ,filename000x.gil’。在使用 Team Render 时,请确保启用了相应的选项。否则,服务器无法保存缓存以进行呈现。
全动画模式
If this option is enabled, the cache for each frame of animation will be rendered anew and saved with a unique (sequential) name. If this option is disabled, a single cache will be used for the entire animation (if Auto Save and Auto Load are enabled). The latter will only work with camera animations!
如果启用此选项,每帧动画的缓存将重新呈现,并使用唯一(顺序)名称保存。如果禁用此选项,则整个动画将使用单个缓存(如果启用了“自动保存”和“自动加载”)。后者将只与相机动画工作!
If this option is enabled in conjunction with Team Render: The server will not distribute any cache files; each client will calculate its own cache.
如果该选项与 Team Render 一起启用: 服务器将不分发任何缓存文件; 每个客户端将计算自己的缓存。
Note that numerous files are created by the Full Animation Mode when saving caches, which can require a great deal of memory!
注意,在保存缓存时,全动画模式创建了大量的文件,这可能需要大量的内存!
File Location
档案位置
自定义位置/位置
If you want to save your GI caches to a specific location, enable this option and select a path to which to save. Otherwise, these files will be saved to a "illum" folder in the Project’s directory by default.
如果要将 GI 缓存保存到特定位置,请启用此选项并选择要保存的路径。否则,默认情况下,这些文件将保存到 Project 目录中的“ illum”文件夹中。