Multiple Diffuse
多重漫反射
Multiple
多个
Cinema 4D offers two methods for calculating SSS:
Cinema 4D 提供了两种计算 SSS 的方法:
Both methods work independently of each other and can also be combined.
这两种方法彼此独立工作,也可以结合使用。
模式
缓存
In short, the Cache function works in two parts: First, numerous points on the object’s surface are ascertained that are spread out as uniformly as possible (the Sample Density value defines the density). These will then be cached (which has a positive effect on render speed for animations). In the next step, the light dispersion on each point will be calculated and pooled across the entire surface.
简而言之,Cache 函数的工作分为两部分: 首先,确定物体表面上的众多点,并尽可能均匀地分布(样本密度值定义密度)。然后这些都会被缓存起来(这对动画的渲染速度有积极的影响)。在下一步中,将计算每个点上的光色散并将其汇集到整个表面上。
This mode works especially well and quickly for large Path Length because only very few points must be ascertained on the object surface. The memory requirements, however, are greater because the aforementioned caching must take place.
这种方法对于路径长度较大的情况尤其适用,因为在物体表面上只需要确定很少的点。但是,由于前面提到的缓存必须进行,因此内存需求更大。
For small and tiny Path Lengths, the DirectMode (described below) should be tried.
对于小的和微小的路径长度,应该尝试使用 DirectMode (如下所述)。
Contrary to Direct, Cache also works with GI.
与直接相反,Cache 同样适用于 GI。
Limitation: 限制:Furthermore, there is a limit of 1 million points for SSS objects. If this number of points is exceeded, artefacting can occur, especially for short Path Lengths. In this case, the Path Length and/or Smoothing values should be increased.
此外,对于 SSS 对象有一个100万点的限制。如果超过这个数量的点,可能会发生伪制品,特别是短路径长度。在这种情况下,应该增加路径长度和/或光滑值。
If an object’s point or polygon count changes in the course of an animation, SSS cannot be calculated correctly by the Physical Renderer.
如果对象的点或多边形计数在动画过程中发生变化,物理渲染器无法正确计算 SSS。
直接
This mode works without caching and is more of a, brute force’ method (similar to the QMC GI’s behavior in conjunction with IC mode). This process is straight-forward and illumination will be calculated for each pixel. This works surprisingly well in particular with very short Path Length values (e.g., skin – much faster than the Cache method) but is very slow when used with large Path Length values and will result in a lot of noise being created.
这种模式不需要缓存,更像是一种蛮力方法(类似于 QMC GI 与 IC 模式结合的行为)。这个过程是直接的,并将计算每个像素的光照。这种方法在非常短的路径长度值(例如,皮肤——比 Cache 方法快得多)下工作得非常好,但是在使用大的路径长度值时非常慢,并且会产生大量噪声。
Direct offers the following advantages over Cache:
相对于 Cache,Direct 有以下优势:
启用
Enables or disables Multiple SSS (e.g., if only Simple SSS should be used).
启用或禁用多个 SSS (例如,如果只使用简单的 SSS)。
快速评估
Enabling this option will result in faster calculation. We don’t want to bore you with technical jargon that average users would find hard to understand. In simple terms: a normal sample density produces a result that can hardly be differentiated from the result if the Fast Evaluation option were disabled. When using Sample Density values of far less than 100% (whereby the quality of the SSS effect will be drastically reduced), enabling the Fast Evaluation option can occasionally lead to improved results.
启用此选项将导致更快的计算。我们不想用普通用户难以理解的术语集来烦你。简单来说: 如果禁用快速评估选项,正常样本密度产生的结果几乎无法与结果区分开来。当使用远远小于100% 的样本密度值(即 SSS 效果的质量将大大降低) ,启用快速评估选项有时可以导致改善的结果。
Otherwise artefacting can definitely occur (including on neighboring SSS materials of different types). If this occurs, disable the Fast Evaluation option.
否则绝对会发生(包括在相邻不同类型的 SSS 材质上)。如果发生此情况,请禁用“快速评估”选项。
样本密度[10. . 1000% ]
While SSS is being calculated, several samples evenly spaced across the surface are ascertained and their brightness calculated. In a second step, these samples are calculated across the surface in conjunction with neighboring samples. The more samples, the more precise the result, especially in filigree regions. However, an increase in samples logically leads to an increase in render time and if the Smoothing value is not increased accordingly, values in excess of 100% can produce spotty results.
在计算 SSS 时,确定了几个均匀分布在表面上的样本,并计算了它们的亮度。在第二步中,这些样本与相邻的样本一起计算通过表面。样本越多,结果越精确,特别是在金丝区域。然而,从逻辑上讲,样本的增加会导致渲染时间的增加,如果光滑值没有相应地增加,超过100% 的值会产生不一致的结果。
The default value of 100% will be sufficient in most cases.
在大多数情况下,100% 的默认值就足够了。
平滑[0. . 1000% ]
The Smoothing value is best understood if the Sample Density value is set very low. In this event you will have the result shown above. Normally, if the Sample Density value is high enough you won’t have to worry about the Smoothing value because the samples will merge.
如果样本密度值设置得很低,则最好理解平滑值。在这种情况下,您将得到上面显示的结果。通常,如果样本密度值足够高,你不必担心平滑值,因为样本将合并。
Nevertheless, spotty regions can sometimes result. In such an event you can carefully (detail will be lost accordingly) increase the Smoothing value.
尽管如此,有时还是会出现斑点状的区域。在这种情况下,您可以小心地(细节将相应地丢失)增加光滑值。
临界值[0.01. . 1]
The Threshold value is used to control the quality of samples when they are calculated: the lower the value the more accurate the result, but the longer the render time.
阈值是用来控制样本的质量时,他们计算: 越低的价值,更准确的结果,但较长的渲染时间。
The greater the value the more artefacting that will occur and the less time that will be required for rendering.
越大的价值,更多的人工制品,将发生和更少的时间,将需要渲染。
独立的彩色通道
If various Path Lengths have been defined for the three primary colors (and ONLY then) will longer render times result in more precise results.
如果已经为三原色定义了不同的路径长度(仅此而已) ,则渲染时间将会更长,从而得到更精确的结果。
最低限度[0. . 1]
Render artifacts can appear on sharp edges or surfaces that drastically change direction within short distances (i.e., very rugged surfaces). These regions are rendered too brightly. If artefacting occurs, the Minimum Threshold value should be increased (this value has an effect similar to Path Length but, internally, it will be reduced by the smaller Minimum Threshold values). The excess brightness will then be reduced.
渲染工件可以出现在锐利的边缘或表面,在短距离内急剧改变方向(即,非常坚固的表面)。这些区域渲染得太明亮了。如果发生人工制品,最小阈值应该增加(这个值的影响类似于路径长度,但在内部,它将减少较小的最小阈值值)。过剩的亮度,然后将减少。
Custom Sampling
Sampling Subdivision[0..16]
自定义采样细分[0. . 16]
When the Physical Renderer is used, this setting is normally defined globally for the Project in the Edit Render Settings menu using Subsurface Scattering Subdivision (Max). When using the Physical Renderer, enable the Custom Sampling option if you want to define this parameter on a material or object-specific basis and use the Sampling Subdivision value to define with which amount of noise Multiple SSS should be rendered. Higher values will produce higher-quality results (and longer render times) and vice-versa.
当物理渲染器被使用时,这个设置通常是在编辑渲染设置菜单中使用次表面散射细分(Max)为项目全局定义的。当使用 Physical Renderer 时,如果你想要定义这个参数的物质或对象特定的基础上,并使用抽样细分值来定义多个 SSS 应该呈现的噪声量,启用自定义抽样选项。更高的值将产生更高质量的结果(以及更长的渲染时间) ,反之亦然。
When using the standard renderer (which offers no such global setting), sampling can only be defined for the material.
当使用标准渲染器(它不提供这样的全局设置)时,只能为材质定义取样。
Details regarding this parameter can be found under Subsurface Scattering Subdivision (Max).
关于这个参数的详细信息可以在次表面散射细分(Max)下找到。