Direct Lighting 中英文

====  文章 引自 Octane Help  ====
====  翻译 Google translate    ====

DIRECT LIGHTING

The Direct Lighting Kernel is generally used for faster preview rendering. It's not unbiased and will not yield photorealistic results, however because of its speed it can be the ideal choice for rendering animations or stills depending on your purpose. The following picture shows the Directlighting settings. Some of these settings are shared with the other kernel types. Now let's see what these options are:

直接照明内核通常用于更快的预览渲染。 它不是无偏差的,也不会产生真实感的结果,但是由于它的速度,它可以是根据你的目的渲染动画或静止图像的理想选择。 下图显示了Directlighting设置。 其中一些设置与其他内核类型共享。 现在让我们看看这些选项是什么:

Max. Samples 最大采样 :  

Sets the maximum number of samples per pixel before the rendering process stops. The higher the number of samples per pixel, the cleaner the render. There is no rule as to how many samples per pixel are required for a good render, it is subjective and may vary depending on the content and complexity of the scene being rendered. For example, since Directlighting is a fast kernel, 500-1000 samples for static images and animations will suffice. If you have more than one direct and indirect light source in your scene and you are also using mesh light, you can increase a few hundred samples. But we can not say the same thing for Pathtracing kernel mode, for instance. As we've just mentioned, there is no magic number for it.

设置渲染过程停止前每个像素的最大采样数。 每个像素的采样数越多,渲染越清晰。 没有关于良好渲染需要每像素多少采样的规则,它是主观的并且可以根据正被渲染的场景的内容和复杂性而变化。 例如,由于Directlighting是一个快速内核,静态图像和动画的500-1000个采样就足够了。 如果场景中有多个直接和间接光源,并且您还使用mesh light,则可以增加几百个采样。 但是,对于Pathtracing内核模式,我们不能这样说。 正如我们刚刚提到的,它没有固定的数字。

GI Mode  GI 模式 :  

Global Illumination  全局光照

From here you can choose GI Mode for Directlighting. This mode also has 3 sub options:

从这里你可以选择GI模式直接照明。 此模式还有3个子选项:

GI_NONE

Only direct lighting from the sun or area lights is included. Shadowed areas receive no contribution and will be black.

仅包括来自太阳或区域灯的直接照明。 阴影区域得不到补偿,将是黑色的。

GI_AMBIENT OCCLUSION

Standard ambient occlusion. This mode can often provide realistic images but offers no color bleeding.

标准环境遮挡。 此模式通常可以提供逼真的图像,但不会出现颜色益色。

GI_DIFFUSE

Provides GI quality that is in between Ambient Occlusion and Pathtracing. In this mode, the indirect light sources also taken into account and affects the diffuse mode. This increases the level of realism of your render. However the caustics does not appear in this mode, but the realism level of your render is often sufficient. At least you get better results than Ambient Occlusion mode. Since it is a fast mode, you can quickly get a final render; for both static images and animations.

提供 (Ambient Occlusion )环境遮挡和( Pathtracing)路径追踪之间的GI质量。 在此模式下,间接光源也会被考虑并影响漫反射模式。 这样可以提高渲染的真实感。 然而,焦散不会出现在此模式中,但渲染的真实水平通常就足够了。 至少你比Ambient Occlusion模式获得更好的结果。 由于它是一种快速模式,您可以快速获得最终渲染; 静态图像和动画。

Specular Depth :  

Controls how many times a ray is refracted after hit the surface without losing its energy. A zero number means that the ray does not hit the surface and can not continue on the path (reflect or refract). if it is greater than zero, it continues on its way through the surface and refracts until it loses its energy. Higher numbers mean higher render times but more color bleeding and more details in transparent materials. Low numbers can introduce artifacts or turn some refractions into pure black. You can see different specular depth results from the picture below.

控制光线在击中表面后折射次数。零数字表示光线不会撞击表面,无法在路径上继续(反射或折射)。如果它大于零,它继续穿过表面并折射,直到它失去能量。 数字越大意味着渲染时间越长,但颜色渗透越多,透明材料的细节越多。 低数字可能会引入假象或将一些折射变成纯黑色。 您可以从下面的图片中看到不同的镜面深度结果。

Glossy Depth 金属光泽度 :  

Controls how many times a ray is reflected after hit the surface. A zero number means that the ray does not hit the surface and can not continue on its path (reflect or refract). When it is greater than zero, it hits the surface and continues to be the same as the angle of incidence, so the reflection occurs. Higher numbers mean higher render time. Low numbers (under 4) can introduce artifacts, or turn some reflections into pure black. You can see different glossy depth results from the picture below.

控制射击表面后光线反射的次数。 零数字表示光线不会撞击表面并且无法在其路径上继续(反射或折射)。 当它大于零时,它撞击表面并继续与入射角相同,因此发生反射。 数字越大意味着渲染时间越长。 低数字(低于4)可能会引入伪影,或将一些反射变成纯黑色。 您可以从下面的图片中看到不同的光泽深度结果。

Diffuse Depth 漫射深度:  

Gives the maximum number of diffuse reflections if GI Mode is set to Diffuse. 3-5 is enough for the most scenarios.

如果GI模式设置为“ GI_DIFFUSE ”,则给出最大漫反射数。 对于大多数场景来说,3-5就足够了。

Ray Epsilon  : 

The distance between the geometry and the light ray when calculating ray intersections for lighting and shadowing. Larger values push rays away from the geometry surface. Lower values are more accurate, but can cause artifacts on large or distant objects. Ray Epsilon is similar to Ray tracing bias in other rendering engines. Adjust Ray Epsilon to reduce artifacts in large scale scenes. Look at the picture below.

计算光线和阴影的光线交叉点时几何体与光线之间的距离。 较大的值会将光线推离几何表面。 较低的值更准确,但可能导致大型或远距离物体上的伪影。 Ray Epsilon类似于其他渲染引擎中的( Ray tracing )光线跟踪偏差。 调整Ray Epsilon以减少大型场景中的伪影。 看下面的图片。

从左往右:1.再大场景中过小的 Ray epsilon 会产生光斑;2.在超小模型场景中过大的数值会倒错误;3.适合的数值


Filter Size 过滤器尺寸 :  

Sets the filter size in terms of pixels. This can improve aliasing artifacts in the render. However, if the filter is set too high, the image can become blurry.

以像素为单位设置过滤器大小。 这可以改善渲染中的锯齿伪像。 但是,如果滤镜设置得太高,图像可能会变得模糊。

AO Distance 环境吸收距离 :  

Controls the distance of the ambient occlusion shadowing spread. This setting should be adjusted in order to achieve realistic results depending on the scale of the objects in the scene. For example a small value is more appropriate for small objects such as toys and larger values for an object such as a house.

环境吸收距离: 控制环境遮挡阴影扩散的距离。 应调整此设置,以便根据场景中对象的比例获得逼真的结果。 例如,较小的值更适合于诸如玩具之类的小物体以及诸如房屋之类的物体的较大值。

Alpha Shadows:  

Allows any object with transparency (specular materials, materials with opacity settings, and alpha channels) to cast a shadow accordingly instead of behaving as a solid object. As you can see in the picture below, we have a plane object in the scene and we only put an image in the opacity channel with an alpha. Shadows look correct when turned on.

允许任何具有透明度的对象(镜面材质,具有不透明度设置的材质和Alpha通道)相应地投射阴影,而不是表现为实体对象。 如下图所示,我们在场景中有一个平面对象,我们只在不透明度通道中放置一个带有alpha的图像。 打开时阴影看起来正确。

irradiance mode  

This setting works similar to clay mode, but is only applied to the first bounce, disables bump and makes samples that are blocked by back faces transparent. (In case you are wondering: This is required for baking in Unity).

此设置与粘土模式类似,但仅适用于第一次反弹,禁用凹凸并使背面遮挡的样本透明。 (如果您想知道:这是Unity中烘焙所必需的)。【没看懂,理解的评论区解释下】

Alpha Channel:  

This option removes the background (for example daylight or any sky background) and renders it as transparent (zero alpha). This can be useful if you want to composite the render over another image and does not want the background to be present.

此选项删除背景(例如日光或任何天空背景)并将其渲染为透明(零alpha)。 如果要将渲染合成到另一个图像上并且不希望背景存在,这可能很有用。

PS:如果要打开Alpha Channel,必须同时开启C4D渲染设置→保存→Alpha 通道

Keep Environment:  

This option is used in conjunction with the Alpha Channel setting. It allows the background to be rendered with zero alpha but it's still visible in the final render. This allows even further flexibility in compositing software.

保持环境: 此选项与Alpha通道设置一起使用。 它允许使用零alpha渲染背景,但它仍然在最终渲染中可见。 这使得合成软件具有更大的灵活性。

AI LIGHT, AI LIGHT UPDATE & AI LIGHT STRENGTH:  

V4.0  版本里的  v3.07没有

AI LIGHT IDs actION, LIGHT IDs, lIght LINKING INVERT  

V4.0  版本里的  v3.07没有

Path term. power:  

This parameter provides a system where users can tweak samples/second vs. convergence (how fast noise vanishes). Increasing this value will cause the kernels to keep paths shorter and spend less time on dark areas (which means they stay noisy longer) but may increase samples/second. Reducing this value will cause kernels to trace longer paths on average and spend more time on dark areas. In short, high values increases the render speed but may lead to higher noise in dark areas.

该参数提供了一个系统,用户可以调整 采样/秒 与收敛(噪声消失的速度)。 增加此值将导致内核保持路径更短并且在暗区域上花费更少的时间(这意味着它们会保持更长时间的噪声),但可能会增加 采样/秒 。 减少此值将导致内核平均跟踪更长的路径,并在黑暗区域上花费更多时间。 简而言之,高值会增加渲染速度,但可能会导致黑暗区域的噪点更高。

Coherent Ratio:  

When the coherent mode is turned on, the picture is quickly noise-free, but the negative side of the feature is that you see a flickering blotch effect in the animation output. It's just like the effect you used to see when you did Light Cache in old days (now these techniques are out of date since the unbiased render engines are available). Just use it if you want to get the test animation quickly. Do not use it in Final Production.

相干比率: 当相干模式打开时,图像快速无噪声,但该功能的负面是您在动画输出中看到闪烁的斑点效果。 这就像过去你在Light Cache中看到的效果一样(现在这些技术已经过时,因为无偏渲染引擎的应用)。 如果您想快速获得测试动画,请使用它。 不要在最终生产中使用它。

Static Noise:  

Keeps noise patterns static between rendered frames in a sequence when enabled. Note that the noise is fully static as long as the same GPU architecture is being used for rendering. Different architectures will produce slightly different numerical errors which manifest as small differences in the noise pattern.

启用时,序列中渲染帧之间的噪声模式保持静止。 请注意,只要使用相同的GPU架构进行渲染,噪声就是完全静态的。 不同的架构会产生略微不同的数值误差,这表现为噪声模式的微小差异。

Parallel Samples:  

Controls how many samples are calculated in parallel. Smaller values require less memory to store the samples state but may cause the render to be a bit slower. High values require more memory but can reduce render time. The change in performance depends on the scene and the GPU architecture. As you can see in the picture below, more Vram usage is shortening the render time. If you have a lot of Vram, be sure to use this option.

平行样本: 控制并行计算的样本数。 较小的值需要较少的内存来存储样本状态,但可能导致渲染速度稍慢。 高值需要更多内存,但可以减少渲染时间。 性能的变化取决于场景和GPU架构。 正如您在下图中看到的,更多的显存使用缩短了渲染时间。 如果您有很多显存,请务必使用此选项。

Max. Tile Samples:  

This controls the number of samples per pixel that Octane will render until it takes the result and stores it in the film buffer. A higher number means that results arrive less often at the film buffer, but reduce the CPU overhead during rendering and as a consequence can improve performance, too.

这将控制Octane将呈现的每个像素的样本数,直到获取结果并将其存储在胶片缓冲区中。 数字越大意味着在胶片缓冲区中结果的次数越少,但在渲染过程中降低了CPU开销,因此也可以提高性能。

Minimize Net Traffic:  

Distributes only the same tile to the net render slaves until the max samples/pixel has been reached for that tile and only then will the next tile is distributed to slaves when enabled. Work done by local GPUs is not affected by this option. This way a slave can merge all its results into the same cached tile until the master switches to a different tile.

仅将相同的图块分配给净渲染从属,直到达到该图块的最大样本/像素为止,然后在启用时将下一个图块分配给从属。 本地GPU完成的工作不受此选项的影响。 这样,从设备可以将其所有结果合并到相同的缓存切片中,直到主设备切换到不同的切片。

Adaptive Sampling:

A method of sampling that determines if areas of a rendering require more sampling than other areas instead of sampling the entire rendering equally. In Octane, Adaptive Sampling disables sampling for pixels that have reached a specified noise level. With adaptive sampling, Octane is able to stop rendering on areas which no longer need to be rendered thus, freeing more gpu power to render on pixels that still need to be rendered. This allows you to bump up the maximum samples quite high (even more than 30,000) and then rely on the adaptive sampling to figure out which pixels actually need that many samples and which don't.

一种采样方法,用于确定渲染区域是否需要比其他区域更多的采样,而不是平等地对整个渲染进行采样。 在Octane中,自适应采样禁用对已达到指定噪声级别的像素进行采样。 通过自适应采样,Octane能够停止渲染不再需要渲染的区域,从而释放更多的gpu功率来渲染仍需要渲染的像素。 这使您可以将最大样本提升到相当高的值(甚至超过30,000),然后依靠自适应采样来确定哪些像素实际上需要多个样本,哪些不需要。

Noise threshold :

Specifies the smallest relative noise level. When the noise estimate of a pixel becomes less than this value, sampling will be switched off for this pixel. Good values are in the range of 0.01 - 0.03. The default is 0.02, which is pretty clean. This is the most important part of Adaptive Sampling process. The effective processing of the adaptive sample depends on the structure of your scene settings. So you should pay attention to the Noise Mask part during the render. If there are dark places in your scene and all the areas are green, then there is a problem. In this case, you may need to adjust the noise threshold setting. The following picture shows the correct and incorrect Noise mask.

指定最小的相对噪声级别。 当像素的噪声估计变得小于该值时,将关闭该像素的采样。 良好的值在0.01-0.03的范围内。 默认值为0.02,非常干净。 这是自适应采样过程中最重要的部分。 自适应样本的有效处理取决于场景设置的结构。 所以你应该在渲染过程中注意Noise Mask部分。 如果场景中有暗处并且所有区域都是绿色,则表示存在问题。 在这种情况下,您可能需要调整噪声阈值设置。 下图显示了正确和错误的噪声模板。

Min. adaptive samples

Specifies the minimum samples that must have been calculated before adaptive sampling kicks in. The reason for this option is the fact that the noise estimate of a pixel is just an estimate with a fairly large initial error. The higher you set the noise threshold, the higher you should also set min. samples, to avoid artifacts.

指定在自适应采样开始之前必须计算的最小样本。此选项的原因是像素的噪声估计只是具有相当大的初始误差的估计。 设置噪声阈值越高,您应设置的最小值越高。 样品,以避免人工制品。

Pixel grouping

Specifies the number of pixels that are handled together. Only if all pixels of a group have reached the noise level, sampling will stop for all of these pixels.

指定一起处理的像素数。 仅当组中的所有像素都达到噪声水平时,才会停止所有这些像素的采样。

Expected Exposure

The expected exposure should be approximately the same value as the exposure in the image or 0 to ignore these settings. The default value is 0. This parameter is used by Adaptive Sampling to determine the pixels that are bright and those that are dark - which depends on the exposure setting in the Octane Imager. If the value is not 0, Adaptive Sampling will tweak/reduce the noise estimate of very dark areas of the image. It also will also increase the minimum adaptive samples limit for very dark areas, because very dark areas tend to find paths to light sources irregularly resulting to an otherwise overly optimistic noise estimate.

预期曝光应与图像中的曝光值大致相同,或0以忽略这些设置。 默认值为0.自适应采样使用此参数来确定明亮的像素和暗的像素 - 这取决于Octane成像仪中的曝光设置。 如果该值不为0,则自适应采样将调整/减少图像的非常暗区域的噪声估计。 它还将增加非常暗区域的最小自适应样本限制,因为非常暗的区域倾向于不规则地找到到光源的路径,从而导致过度乐观的噪声估计。

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