材质设置¶
参考
- 面板
和
表面材质¶
- 多重重要性采样
默认情况下,带有发射材质的物体使用直接光照和间接光照两种取样方法,但在某些材质情况下,通过禁用 多重重要抽样 选项来取消直接光取样,可以减少因此产生的噪点。这对于庞大的物体效果特别显著。
This option will only have an influence if the material contains an Emission node; otherwise it will be disabled.
- 透明阴影
使用透明阴影时,若将透明 透明BSDF 的材质禁用会使渲染速度更快,但效果会显得不精准。
- 置换方法
对材质使用的 置换 方法。
- 仅置换
网格顶点在绘制之前会被移位,修改实际网格。如果网格被精细细分,这将提供最好的质量结果。因此,这种方法也是内存最多的。
- 仅凹凸
在执行表面着色器时,使用修改后的表面法线代替真实法线。这是一个快速替代真实位移,但只是一个近似。表面轮廓将不准确,也不会有自我阴影的位移。
- 置换 + 凹凸
这两种方法都可以组合起来,在粗网格上进行位移,并使用凹凸贴图来完成最后的细节。
体积着色器¶
- Sampling Method
- Distance
For dense volumes lit from far away Distance sampling is usually more efficient.
- Equiangular
If you have got a light inside or near the volume then equiangular sampling is better.
- Multiple Importance
If you have a combination of both, then the multiple importance sampling will be better.
- Interpolation
Interpolation method to use for the volume objects and smoke simulation grids.
- Linear
Simple interpolation which gives good results for thin volumes.
- Cubic
Smoothed high-quality interpolation needed for more dense volumes, but slower.
- Homogeneous Volume
Assume volume has the same density everywhere (not using any textures), for faster rendering. For example absorption in a glass object would typically not have any textures, and so the renderer can be set to avoid taking small steps to sample the volume shader. Usually this is automatically determined by the renderer. This settings provides a manual control for cases where it is not detected.
- Step Rate
Adjust distance between volume shader samples for volume shaders. This is typically used to reduce the step size for procedural shaders that add more detail with procedural textures, when it is not captured by the default step size. See Volume Render Settings for more information.