Render

渲染

Sampling

抽取样本

Left 左边Vertex 顶点, right ,对Pixel 像素. Note how individual hair shadows are taken into consideration at the right, which are ignored on the left. .注意个别的毛发阴影是如何被考虑在右边,这是忽略了在左边

When hair is rendered, light shadow and color are calculated at different locations on the hair and subsequently interpolated:

在渲染毛发时,光影和颜色会在毛发的不同位置计算出来,然后插入:

Pixel

像素

No interpolation will take place - each pixel will be calculated individually. This method delivers better results but also take the longest to render. Hair Multi-Passes use this mode exclusively!

没有插值将发生-每个像素将单独计算。这个方法提供了更好的效果,但是渲染时间也最长。毛发多通道使用此模式专有!

Otherwise the Pixel option should be selected in the following instances:

否则,应该在下列情况下选择 Pixel 选项:

Vertex

顶点

The start and endpoints of hair segments are sampled and interpolated.

对毛发段的起始点和终止点进行采样和插值。

Cache

缓存

The following options will only be displayed when the Physical Renderer is used.

只有在使用物理渲染器时,才会显示以下选项。

These settings are designed to deliver faster rendering but will result in corresponding loss of quality. Generally speaking, you should simply activate the options, see if the results meet your standards and enjoy the faster rendering.

这些设置旨在提供更快的渲染,但会导致相应的质量损失。一般来说,您应该简单地激活选项,看看结果是否符合您的标准,并享受更快的渲染。

Simply put, the cache options temporarily save the hair illumination options Diffuse, Specular and indirect lighting (GI) to the RAM (primarily at the hair vertices). These one-time calculated values will then be used multiple times during rendering, which saves time. However, the calculation is simplified, which can have negative effects on render quality. These effects are very minimal and barely noticable.

简单地说,缓存选项暂时保存毛发照明选项漫反射,镜面和间接照明(GI)的 RAM (主要是在毛发顶点)。这些一次性计算的值将在呈现期间多次使用,从而节省时间。然而,计算过程被简化,这会对渲染质量产生负面影响。这些影响非常微小,几乎不值得注意。

Left: 左图:Cache Primary Rays 缓存主光线 disabled; right: enabled. 启用

Note how the fur on the mouse at the right appears more coarse. The hair consists of only 3 segments and the respective Hair material has the color range to the right assigned to it. You can see how the colors of the hair on the right blend. Here, the color is calculated on each of the 4 hair vertices and interpolated. Now imagine this "blurriness" applied not only to the color but also to other hair properties such as specular, etc., and you have an impression of how the Cache options work.

注意右边鼠标的毛皮看起来更粗糙。毛发只有3个部分组成,相应的毛发材质的颜色范围向右分配给它。你可以看到毛发的颜色是如何混合在一起的。在这里,颜色是计算在每4个毛发顶点和插值。现在想象一下,这个“模糊”不仅适用于颜色,也适用于其他毛发属性,如镜面等,你有一个缓存选项如何工作的印象。

The active light options Diffuse, Specular and GI Illumination will not work correctly when using these Cache options.

当使用这些 Cache 选项时,主动光线漫射、高光和 GI 照明将不能正常工作。

The following image shows various Cache option combinations and their effect:

下图显示了各种 Cache 选项组合及其效果:

Note how the color range for the hair at the top left looks best with no caching but requires the most render time, and how the other examples have poorer quality but shorter render times. The reduction in quality has been exaggerated in these examples by using only 3 hair segments. Normally you will have a far greater number of segments, which means that the loss in quality will be much less.

注意左上角毛发的颜色范围在没有缓存的情况下看起来最好,但是需要最多的渲染时间,以及其他例子的渲染质量较差,但是渲染时间较短。在这些例子中,由于只使用了3段毛发,质量的下降被夸大了。正常情况下,你会有更多的细分市场,这意味着质量的损失将大大减少。

Cache Primary Rays

缓存主光线

Effects of the rays as seen from the angle of view of the camera will be cached. This includes shading and shadow effects as well as the hair’s specularity (see image above). Caution: This can lead to flickering in animations.

从照相机视角看到的光线效果将被缓存。这包括阴影和阴影效果以及毛发的高光(见上图)。注意: 这可能会导致动画闪烁。

Cache Secondary Rays

缓存次级射线

Secondary rays are used to calculate reflections, refractions, blurriness effects and GI. If this option is enabled, these elements will be cached. Secondary rays are a superset of matte and GI rays, which means that the following two options can be disabled separately if this option is enabled. Secondary rays cannot read/use the primary rays’ cached specularity. This will then come after transparency and reflection.

次级光线用于计算反射、折射、模糊效果和 GI。如果启用此选项,则将缓存这些元素。次级射线是哑光和 GI 射线的超集,这意味着如果启用此选项,可以分别禁用以下两个选项。次级射线不能读取/使用主射线缓存的高光。然后,在透明度和反思之后才会出现这种情况。

Cache Blurry Rays

缓存模糊射线

Blurry rays are needed in order to calculate Blurriness. These will then be cached if this option is enabled.

为了计算模糊度,需要使用模糊射线。如果启用此选项,这些模糊射线将被缓存。

Cache GI Rays

缓存 GI 射线

This option caches the GI sampler’s effect and is only effective if used in conjunction with Global Illumination. The visible effect of the cached GI rays is very minimal, which means that this option can actually remain enabled. This in turn results in much faster rendering in conjunction with QMC.

这个选项缓存 GI 采样器的效果,并且只有与全局光源一起使用才有效。缓存的 GI ray 的可见效果非常小,这意味着该选项实际上可以保持启用状态。这反过来又导致了与 QMC 一起的更快的渲染速度。

Global Illumination

全局光源

GI Sampling

胃肠道取样

The top row is illuminated using a light source, the bottom row using a polygon light. 顶行使用光源照明,底行使用多边形光源

You can define where GI should be rendered or cached on hair:

你可以定义 GI 应该在毛发上呈现或缓存的位置:

GI Quality[0..16000%]

GI 质量[0. . 16000% ]

This value represents a multiplier for the Samples parameter. It is designed for use with QMC, which requires more samples in conjunction with hair an animation (values of up to 400% may be required to avoid flickering). When the aforementioned Cache options are used, this setting will be taken into consideration. However, if the Cache GI Rays option is enabled, this setting will have no effect.

此值表示 Samples 参数的乘数。它是为 QMC 设计的,这需要更多的样本与毛发动画(值高达400% 可能需要避免闪烁)。当使用上述 Cache 选项时,将考虑此设置。但是,如果启用了 Cache GI ray 选项,则此设置将不起作用。