Options
选择
调试信息级别
This menu lets you determine if a ".GIInfo000" file, that can be opened in a text editor, should be saved at the same location at which the scene file is saved. This file contains information regarding render time and required memory, which is of less importance to you but can be very helpful if you need to contact our support team.
这个菜单可以让你决定是否。GIInfo000”文件,可以在文本编辑器中打开,应该保存在保存场景文件的同一位置。这个文件包含有关渲染时间和所需内存的信息,这些信息对您来说不那么重要,但是如果您需要联系我们的支持团队,这些信息会非常有帮助。
Glass/Mirror Optimization[50..100%]
玻璃/镜子优化[50. . 100% ]
Due its transparent nature, the effect GI has on glass is barely visible and can therefore unnecessarily take up render capacity. This can be abated using the Glass/Mirror Optimization parameter. GI will ignore all materials with a transparency or reflection greater than the value defined in this parameter. For example, a lot of render time can be saved when visualizing a structure containing numerous large glass surfaces.
由于其透明的特性,GI 对玻璃的影响几乎看不见,因此可以不必要地占用渲染能力。这可以通过使用玻璃/镜子优化参数来减少。GI 将忽略透明度或反射大于此参数中定义的值的所有材质。例如,当可视化一个包含许多大型玻璃表面的结构时,可以节省大量渲染时间。
This parameter has no effect on Caustics!
这个参数对焦散没有影响!
Materials with a Brightness value (in the Transparency or Reflectance channels) greater than the value defined in this parameter will not be illuminated by GI. This may result in somewhat darker (but faster) renderings.
亮度值(在透明或反射通道中)大于此参数中定义的值的材质将不会被 GI 照明。这可能会导致渲染效果有点暗(但是更快)。
Tip: 提示:To be exact: The value defined in this parameter is compared to the product of the transparency brightness and color.
确切地说: 此参数中定义的值与透明度亮度和颜色的乘积进行比较。
什么是焦散?
In the real world, caustics occur everywhere where light is clustered or reflected by refraction (see image above) or mirroring (e.g., on a metal ring).
在现实世界中,焦散现象无处不在,光线通过折射聚集或反射(见上图)或镜像(例如,在金属环上)。
There are two types of caustics in Cinema 4D:
在C4D 中有两种焦散线:
To generate caustics in previous versions of Cinema 4D (see also here) it was necessary to create light source objects from which photons were beamed throughout the scene. GI Caustics on the other hand uses any light source it can get its hands on (exception: Only the reflected light of regular Cinema 4D light sources, can be included; use Polygon Lights instead).
为了在先前版本的 Cinema 4D 中产生焦散效果(见这里) ,需要创建光源物体,从这些物体中发射光子穿过整个场景。另一方面,GI 焦散使用任何光源,它可以得到它的手(例外: 只有反射光的正规Cinema 4D 光源,可以包括在内; 使用多边形灯代替)。
GI Caustics require bright light (e.g., HDRI images with very bright regions or Polygon Lights) to come to fruition. Otherwise you can increase the strength of the Generate GI parameter in the glass material’s "Illumination" channel.
GI 焦散线需要明亮的光线(例如,带有非常明亮区域的 HDRI 图像或多边形光线)才能实现。否则你可以增加玻璃材质的“照明”通道的生成 GI 参数的强度。
Refractive Caustics
Reflective Caustics
折射焦散
individually enables or disables Refractive and Reflective Caustics.
单独启用或禁用折射和反射焦散。
Tip regarding reflected GI Caustics: 关于反射消化道原因的提示:只有漫射照明
Activating this option deactivates textures, reflections, light from surfaces illuminated directly by light sources, etc. All bothersome elements will be deactivated and only the brightness dispersion calculated by GI will be rendered. This is also lets you judge the quality of the GI.
激活这个选项可以停止激活纹理、反射、直接被光源照亮的表面的光线等等。所有烦人的元素将被停用,只有亮度色散计算的 GI 将被渲染。这也可以让你判断 GI 的质量。
This option should, however, definitely be deactivated for the final rendering.
然而,这个选项在最终的渲染中肯定是不被激活的。
Normally the various pre-passes will be shown in the Viewport or Picture Viewer during rendering (for the simple reason of seeing that something is actually happening during the rendering process). This requires additional render time that can be saved, especially when rendering animations, by activating this option.
通常,在渲染过程中,各种预传递都会显示在 Viewport 或者 Picture Viewer 中(原因很简单,就是看到渲染过程中实际发生了什么)。这需要额外的渲染时间,可以保存,特别是当渲染动画,激活这个选项。
展示样本
Shading points are displayed during the prepass phase for Irradiance Cache calculations. Sometimes these can be irritating when trying to assess the prepasses. To avoid this, disable the shading points’ display. The render time will be reduced slightly and the final render result will not be affected.
在辐照度缓存计算的前置阶段显示阴影点。有时候,在试图评估预通道时,这些可能会令人恼火。要避免这种情况,请禁用阴影点的显示。渲染时间将略有减少,最终渲染结果不会受到影响。