Basic Properties
基本属性
You can find general information regarding the Physical Renderer in the Renderer section.
您可以在渲染器部分找到有关物理渲染器的一般信息。
景深
Enables or disables the depth of field for the Physical Renderer.
启用或禁用物理渲染器的景深。
Strictly speaking, a real camera can only focus clearly on a single distance at a time. Everything in front of and behind this plane appears increasingly blurry. The area between the nearest and farthest objects that appears focused is known as depth of field.
严格地说,真正的相机一次只能对准一个距离。这架飞机前后的一切都显得越来越模糊。在最近和最远的物体之间出现聚焦的区域称为景深。
A large depth of field is when a large region in the distance is displayed, whereas a small depth of field is when a relatively small region is displayed in focus.
大景深是指在远处显示的一个大区域,而小景深是指焦点中显示的一个相对较小的区域。
In Cinema 4D, the depth of field for the angle of view of the camera is defined using the Focus Distance, which can be varied interactively in the Viewport:
在C4D中,相机视角的景深是通过焦距来定义的,焦距在视口中可以交互地变化:
The depth of field (spatial position, strength) is influenced by 3 camera settings:
景深(空间位置,强度)受三个相机设置的影响:
Note that scaling the depth of field of a project can alter the project dramatically! See also Project Scale. The Focus Distance will adapt accordingly but the previously mentioned "visual" parameters will remain unchanged.
请注意,缩放项目的景深可以戏剧性地改变项目!参见项目规模。焦距将相应调整,但前面提到的“视觉”参数将保持不变。
动态模糊
Enables or disables motion blur for the Physical Renderer. This motion blur is in fact real, rendered and physically correct motion blur. Motion blur occurs when an object or the camera itself moves while the camera’s shutter is open. The degree of motion blur depends on the camera’s shutter speed and the speed with which the object(s) or camera moves.
启用或禁用物理渲染器的运动模糊。这个运动模糊实际上是真实的,渲染和物理上正确的运动模糊。当相机快门打开时,物体或相机本身移动,就会产生运动模糊。运动模糊的程度取决于相机的快门速度和物体或相机移动的速度。
As is the case with depth of field, motion blur also requires a lot of computing power and therefore (render)time. However, this effect helps create a realistic look for film and video sequences, even though the most recent trend in action films is towards faster shutter speeds, which results in staccato-like image sequences.
与景深一样,运动模糊也需要大量的计算能力,因此需要大量的渲染时间。然而,这种效果有助于创建一个真实的外观电影和视频序列,即使最近的动作电影的趋势是更快的快门速度,这导致像断断续续的图像序列。
A few general tips regarding motion blur:
一些关于动态模糊的一般提示:
动议细分[1. . 6]
It is especially important to calculate positions between animation frames when animating fast, circular movements. This value defines the degree of subdivision between two sequential frames of animation (1 = 0; 2 = once; 3 = three times, 4 = 7 times, 5 = 15 times, 6 = 31 times). Higher values will lead to more memory use (although nominal for normal scenes - a noticeable difference only occurs when applied to very many objects). For single images/stills, this value should be greater than four figures to ensure maximum motion quality.
当动画快速循环运动时,计算动画帧之间的位置尤其重要。这个值定义了两个连续动画帧之间的细分程度(1 = 0; 2 = 1; 3 = 3,4 = 7,5 = 15,6 = 31)。较高的值将导致更多的内存使用(尽管对于普通场景来说是正常的——只有当应用到很多对象时才会出现明显的区别)。对于单幅图像/照片,此值应大于四位数,以确保最大的运动质量。
Deformation Subdivisions[0..6]
变形细分[0. . 6]
See Motion Subdivisions, only for deformation effects (i.e. when objects change their shape), for example as may be caused by Joints.
见运动细分,只为变形效果(即当物体改变其形状) ,例如,可能造成的关节。
毛发细分[0. . 6]
See also Motion Subdivisions, only for animated hair. Note that this option requires a great deal of memory. Therefore you should use this option sparingly and only use very low values.
参见运动细分,只为动画毛发。注意,这个选项需要大量的内存。因此,您应该谨慎地使用这个选项,只使用非常低的值。
取样器
The Sampler does just that - it samples the Project’s cache from the angle of view of the camera in a pixel raster (see also How does antialiasing work?). The Sampler has to determine which regions have to be sampled again with regard to antialiasing or blur effects (depth of field, motion blur, blurriness effects) in order to achieve the desired render quality.
采样器就是这样做的——它从像素光栅照相机的视角采集项目的缓存(参见如何抗锯齿工作?).取样器必须决定哪些区域需要再次取样,以获得所需的渲染质量。
The samples gathered (i.e. colors), whose number far exceeds the number of pixels, will in the end be turned into pixels colors via an antialiasing filter. This is a somewhat simplified explanation of very complex procedures that actually occur.
采集的样本(即颜色)的数量远远超过像素的数量,最终将通过反走样滤波器转化为像素颜色。这是对实际发生的非常复杂的程序的一个有点简化的解释。
The following Sample settings serve as a controlling instance for the samples to be calculated. The following primarily applies: The more samples taken at critical regions, the better the final result will be (with correspondingly longer render times). In short:
下面的示例设置充当要计算的示例的控制实例。以下主要适用于: 在关键区域采集的样本越多,最终结果就越好(相应地,渲染时间越长)。简而言之:
固定的
This sampler subdivides each pixel in a defined number of sub-pixels, according to the value entered for the Sampling Subdivisions value. For example, to make the blurred region of a motion blur effect visually appealing you should use a relatively high value (e.g., 4 or 5). This means that 16 and 25 samples, respectively, will be calculated per pixel (irregular values such as "2.4", etc. can also be entered). Even in superfluous regions. Take a look at the image above, at the top right of the scene where you can see a section of the wall. This is a region in which such a large number of samples would be completely superfluous. Here we have a pretty homogenous wall surface, which remains unchanged. Fixed is therefore a "brute force" method of rendering an image.
该采样器根据为采样细分值输入的值将每个像素细分为一定数量的子像素。例如,为了使运动模糊效果的模糊区域在视觉上吸引人,你应该使用一个相对较高的值(例如,4或5)。这意味着每个像素将分别计算16个和25个样本(也可以输入不规则值,如“2.4”等)。即使在多余的地区。看看上面的图片,在场景的右上角,你可以看到墙的一部分。在这个地区,如此大量的样本将是完全多余的。这里我们有一个相当均匀的壁面,它保持不变。因此,固定是一个“蛮力”渲染图像的方法。
Render time is valuable. This is why there is an Adaptive mode that recognizes at which locations more sampling must be done.
渲染时间是宝贵的。这就是为什么有一个自适应模式,可以识别在哪些位置必须进行更多的采样。
Increasing the Sampling Subdivisions level by a single value normally doubles the required render time. Here you can estimate render times quite precisely, which on the other hand is quite difficult using the Adaptive sampler.
将取样分区级别增加一个值,通常会使所需的渲染时间增加一倍。在这里,您可以非常精确地估计渲染时间,而在另一方面,使用 Adaptive 采样器是非常困难的。
适应性
The Adaptive sampler is a much more intelligent sampler compared to the previously described Fixed sampler, i.e., it very often renders faster. On the other hand it’s more difficult to control because is calculates the following 4 values and distributes the samples accordingly:
自适应采样器是一个更加智能的采样器相比,以前描述的固定采样器,也就是说,它往往呈现更快。另一方面,它更难控制,因为它计算以下4个值,并相应地分配样本:
For special effects such as blurriness effects, additional settings are available at the bottom of the dialog window.
对于特殊效果(如模糊效果) ,在对话框窗口的底部可以使用其他设置。
Independent of any settings, special attention is paid to object edges, to which additional samples are applied to ensure that they are always antialiased optimally.
独立于任何设置,特别注意对象的边缘,其中额外的样本应用,以确保他们始终是抗锯齿的最佳。
Note that, as a matter of principle, the Adaptive sampler renders slightly less sharp than the Fixed mode:
注意,作为一个原则问题,Adaptive 采样器呈现的图像不如 Fixed 模式清晰:
Hence, if you want to create a sharp render of a Project with very detailed textures, the Fixed mode would be the better option.
因此,如果你想创建一个非常详细的纹理项目的锐利渲染,固定模式将是更好的选择。
进步派
This render mode is completely new in Cinema 4D and differentiates itself strongly from the usual render modes that produce a finished image after a finite render time. The Progressive render mode can render infinitely, during which time the result will continuously improve. This is not so obvious on homogenously colored surfaces but can primarily be seen in regions in which blur effects such as DOF, motion blur, area shadows, blurriness effects or antialiasing are applied. The initially grainy image will become increasingly less grainy, i.e., more homogenous. Don’t confuse this mode with "unbiased" rendering, whose popularity has increased in the last years. In this mode the GI, among other things, is "unbiased" (unadulterated with regard to physical correctness and precision), i.e., the GI effect is continuously improved. The Progressive mode does not offer this effect!
这种渲染模式在Cinema 4d 中是全新的,并且与通常的渲染模式有很大的不同,后者在有限的渲染时间后产生完整的图像。渐进渲染模式可以无限渲染,在此期间结果将不断改进。这在均匀着色的表面上不是很明显,但主要可以在应用模糊效果的区域中看到,如自由度、运动模糊、区域阴影、模糊效果或反走样。最初的颗粒图像将变得越来越少颗粒,也就是说,更加同质化。不要将这种模式与“无偏见”渲染混淆,后者在过去年中越来越受欢迎。在这种模式下,GI,除其他外,是“没有偏见的”(在物理正确性和精确性方面没有掺杂) ,也就是说,GI 效果是不断改进的。渐进模式不提供这种效果!
This mode is primarily suited for fast preview renderings because you can very quickly determine the quality of the image as a whole. No other method offers you such a fast rendition of the entire image (with reduced quality at the start). To this end it is recommended that the subdivision values at the bottom of the dialog window be set to 0.
这种模式主要适用于快速预览渲染,因为您可以非常快速地确定整个图像的质量。没有其他方法能够提供如此快速的整个图像再现(在开始时质量下降)。为此,建议将对话框窗口底部的细分值设置为0。
If you would let a scene render infinitely you would always achieve a perfect, non-grainy image. However, very good results are achieved FAR before infinity. Nevertheless, under certain circumstances it can take longer to render as with other render modes.
如果你让一个场景无限渲染,你总是能得到一个完美的,非颗粒状的图像。然而,在无穷远之前得到了很好的结果。然而,在某些情况下,它可能需要更长的时间来渲染与其他渲染模式。
Note that you can make numerous settings visible for this mode by clicking on the small arrow next to Sampler.
请注意,你可以通过点击采样器旁边的小箭头来使这种模式的许多设置可见。
Progressive Mode
Progressive Pass Count[1..65536]
Progressive Time Limit (minutes)[0..16384]
Progressive Pass Count Limit[1..65536]
累进制累进通过计数[1.65536]累进时限(分钟)[0.16384]累进通过计数限制[1.65536]
Use these settings to define whether the render should never end (Infinite) or if it should end after a specified number of passes (Pass Count), if this setting should be used to abort the rendering of single images (stills) or render time (Time Limit). A pass in this context is defined as a completely new rendered result over the entire surface of the given image (a summation of which is displayed along with all other passes in the Picture Viewer). The Pass Count currently being calculated is displayed in the status bar at the bottom of the Picture Viewer.
使用这些设置来定义渲染是否应该永远不结束(无限) ,或者是否应该在指定的传递次数之后结束(传递次数) ,如果这个设置应该用于中止单个图像的渲染(剧照)或者渲染时间(时间限制)。在这个上下文中的传递被定义为在给定图像的整个表面上的一个完全新的渲染结果(它的总和与图片查看器中的所有其他传递一起显示)。当前正在计算的通过计数显示在图片查看器底部的状态栏中。
Note that when using Time Limit you should allow for enough time for at least 1 pass, otherwise it can result in faulty renderings if the pass is stopped halfway through the images.
请注意,当使用时间限制,你应该有足够的时间至少1通过,否则它可能会导致错误的渲染,如果通过中途停止图像。
Progressive Pass Count Limit: This setting prevents infinite rendering for an animation frame and works exclusively for animations and InfiniteProgressive Mode, regardless of whether a single machine, Team Render or the Render Queue is used.
渐进传递计数限制: 这个设置可以防止动画帧的无限渲染,并且只适用于动画和无限渐进模式,不管是使用单机、 Team Render 还是 Render Queue。
抽样品质
This selection menu makes your work a little easier by automatically defining parameter combinations, depending on which setting (of the 4Described below) is chosen. Preview, Low, Medium, High refer to the quality of the rendered image – the higher the setting the less grain the image will have but the longer it will take to render. If Automatic is selected, only the Shading Error Threshold value can be defined individually. Custom will automatically be selected when one of the parameter values is modified manually.
这个选择菜单通过自动定义参数组合使您的工作变得简单一些,具体取决于选择了哪个设置(下面描述的4个设置中的哪个)。预览,低,中,高是指渲染图像的质量——设置越高,图像的纹理越少,但渲染时间越长。如果选择“自动” ,则只能单独定义“着色错误阈值”。当手动修改其中一个参数值时,自定义将自动被选中。
阴影透明检查
This option can be enabled to prevent the effect shown at left that occurs when alpha channels are used in conjuction with motion blur. The adaptive sampler will be used to make additional calculations in order to differentiate transparent regions from non-transparent regions. Unfortunately, this additional effort causes render times for projects with complex, transparent materials to increase dramatically. Therefore, this option is disabled by default. This option should only be enabled if the effect pictured at left in the image above occurs (when alpha channels are used in conjunction with motion blur).
这个选项可以用来防止当阿尔法通道用于运动模糊时出现的左边所示的效果。为了区分透明区域和非透明区域,将使用自适应采样器进行额外的计算。不幸的是,这些额外的工作会导致使用复杂透明材质的项目所需的时间急剧增加。因此,默认情况下禁用此选项。这个选项应该只有在上图左边的效果出现时才启用(当阿尔法通道与运动模糊一起使用时)。
抽样分组[0. . 16]
This setting functions somewhat differently, depending on if you select Fixed or Adaptive.
此设置的作用有些不同,这取决于您选择的是“固定”还是“自适应”。
This setting basically breaks each pixel up into a specified number of sub-pixels (to the value of two: 0=1; 1=2; 2=4; 3=8; 4=16, etc. Uneven values can also be entered) for each of which at least the same number of samples will be calculated.
这种设置基本上将每个像素分解为一个指定数量的子像素(值为2:0 = 1; 1 = 2; 2 = 4; 3 = 8; 4 = 16等)。也可以输入参差不齐的数值) ,每个参差不齐的数值至少要计算相同数量的样本。
Shading Subdivisions (Min)[0..16]
Shading Subdivisions (Max)[0..16]
Shading Error Threshold[0.1..100%]
阴影细分(最小)[0.16]阴影细分(最大)[0.16]阴影误差阈值[0.1.100% ]
You should be familiar with this trio of settings from other Cinema 4D functions: The default renderer has it in its antialiasing settings’ Best mode, and the quality of the Area shadows is also adjusted using these settings. These settings function basically the same way in the Sampler. Simply put, the information gathered by the Shading Subdivisions setting is applied and the number of shading samples required per pixel will be determined based on the shading parameters.
你应该熟悉这三个设置从其他Cinema 4d 功能: 默认渲染器有它的反锯齿设置的最佳模式,区域阴影的质量也调整使用这些设置。这些设置在取样器中的作用基本相同。简单地说,信息收集的阴影细分设置应用和每个像素所需的阴影样本数量将根据阴影参数确定。
"Shading" is defined as the calculation of a color value based on shadows, textures, refractions, reflections, etc. This can be very complex and time-consuming process, depending on the scene (the Physical Renderer can re-use shading samples - depending on the scene - which helps save time).
“阴影”的定义是基于阴影、纹理、折射、反射等来计算颜色值。这可能是非常复杂和耗时的过程,取决于场景(物理渲染器可以重复使用阴影样本-取决于场景-这有助于节省时间)。
The Shading Subdivisions (Min) value defines the minimum number of shading samples that will always be calculated (also to the power of two, i.e., 1, 2, 4, 8, 16, etc.).
晕渲细分值(Min)定义了总是要计算的晕渲样本的最小数量(也是2的幂,即1,2,4,8,16等)。
The Shading Subdivisions (Max) value defines the maximum number of shading samples, in correlation with the Shading Error Threshold value, that should be calculated. The Shading Error Threshold value controls the number of samples that will in fact be calculated. The lower the value, the more the number of samples will lean towards Shading Subdivisions (Max) (however, only in critical regions!).
阴影细分(Max)值定义了应该计算的阴影样本的最大数量,与阴影误差阈值相关。阴影误差阈值控制将实际计算的样本数量。值越低,更多的样本将倾向于阴影细分(最大)(然而,只有在关键区域!).
HDR 阈值[1. . 16384]
If the at times extremely bright lights of HDR textures or extremely bright light sources when calculating antialiasing and/or blur effects are bothersome, this setting can be used to reduce the brightness of these effects during calculation. But be careful: The image will then lose some of its dynamic, which is not always a desired result. It is therefore suggested that values of between 2 and 8 are used. Lesser values will reduce brightness, greater values allow more brightness (which then might have to be rendered in conjunction with greater Sampling values to achieve a softer look).
如果在计算反走样效果和/或模糊效果时 HDR 纹理或极亮光源有时非常明亮,这种设置可用于在计算过程中降低这些效果的亮度。但是要小心: 图像会失去一些动态,这并不总是一个期望的结果。因此,建议使用2到8之间的值。较小的值会降低亮度,较大的值允许更多的亮度(然后可能必须与更大的采样值一起渲染,以实现更柔和的外观)。
分区
The following three subdivision settings are not set at material level (Reflectance or Transparency channel, Ambient Occlusion Shader, AO render presets) or object level (Soft Shadows, light sources) but globally, i.e., scene-wide. These are the quality settings for the respective effects (blurriness effect, Area shadows, Ambient Occlusion). The strength is still defined on material or object level, or in the Render Presets menu.
下面的三个细分设置不是在材质级别(反射或透明通道、环境遮挡着色器、 AO 渲染预置)或对象级别(软阴影、光源)设置的,而是在全局范围内设置的。这些是相应效果的质量设置(模糊效果,区域阴影,环境遮挡)。强度仍然是定义在材质或对象级别,或在渲染预设菜单。
Each value is to the power of two: 0=1, 1=2, 2=4, 3=8, 4=16, etc. (uneven values can also be entered).
每个值都是2的幂: 0 = 1,1 = 2,2 = 4,3 = 8,4 = 16,等等(也可以输入不均匀的值)。
These values will be taken into consideration when Progressive mode is used. Higher values will result in a slower, more gradual rendering. For preview renders in this mode it is suggested that each of these values be set to 0.
当使用渐进模式时,将考虑这些值。更高的值将导致更慢、更渐进的渲染。对于在这种模式下呈现的预览,建议将每个值设置为0。
Blurriness Subdivision (Max)[0..16]
模糊细分(最大值)[0. . 16]
If blurriness effects are defined for materials (Transparency and/or Reflectance channel), use this value to adjust the quality (=graininess) of the effect. Larger values will result in better quality but will also increase render times accordingly. Render times for a given effect will double each time this value is increased by a factor of 1.
如果材质的模糊效果(透明度和/或反射率通道)被定义,使用这个值来调整效果的质量(= 颗粒度)。更大的值将导致更好的质量,但也会相应地增加渲染时间。每当渲染时间增加1倍时,渲染时间就会翻倍。
Shadow Subdivision (Max)[0..16]
阴影细分(Max)[0. . 16]
This parameter refers to Shadow Maps (the Physical Renderer simulates Shadow Maps because it cannot calculate them). Larger values result in better quality but also increase render times accordingly.
此参数引用阴影映射(物理渲染器模拟阴影映射,因为它不能计算阴影映射)。更大的值导致更好的质量,但也相应地增加渲染时间。
Ambient Occlusion Subdivision (Max)[0..16]
环境遮挡细分(最大值)[0. . 16]
Use this value to adjust the quality of Ambient Occlusion effects. Larger values result in better quality but also increase render times accordingly.
使用此值调整环境遮挡效果的质量。更大的值导致更好的质量,但也相应地增加渲染时间。
Subsurface Scattering Subdivision (Max)[0..16]
次表面散射细分(Max)[0. . 16]
If Mode is set to
如果模式设置为直接,可以在这里定义 SSS 的质量。更大的值将产生更高质量的结果,相应地更长的渲染时间,反之亦然。
This setting can be defined for materials or objects via the Sampling Subdivision option.
这个设置可以通过抽样细分选项为材质或对象定义。