系统¶
系统 部分允许设置显卡选项、内存限额和声音设置。
如果你的硬件不支持本页描述的某些选项,则它们将不会显示或在启动时更正。
Cycles 渲染设备¶
修改 Cycles 渲染引擎使用的用于渲染图片的 计算设备 。Cycles可以使用CPU或者特定的GPU渲染图片,更多相关信息,参见 GPU渲染 页面。
- 无
When set to None or when the only option is None: the CPU will be used as the computing device for Cycles.
- CUDA
如果系统具有兼容的Nvidia CUDA设备,它将显示为Cycles进行渲染时使用的选项。
- OptiX
If the system has a compatible Nvidia OptiX device, it will show up an option for rendering with Cycles.
- OpenCL
如果系统具有兼容的AMD OpenCL设备,它将显示为Cycles进行渲染时使用的选项。
- Distribute Memory Across Devices
Allocates resources across multiple GPUs rather than duplicating data, effectively freeing up space for larger scenes. Note that in order for this option to be available, the GPUs must be connected together with a high bandwidth communication protocol. Currently only NVLink on Nvidia GPUs is supported.
内存 & 限额¶
- 撤销步数
可以撤销的步数。
- 撤消内存限额
以Mb为单位的最大内存使用量(0为不限制)。
- 全局撤销
启用后,Blender会保存 非 编辑模式 下执行的操作。比如,复制物体、修改面板设置或者切换模式。
See also
- 控制台回滚行数
在控制台窗口的内存中缓冲的行数。 用于调试和命令行渲染。
- 纹理超时
自上次访问GL纹理以来的时间(秒),在此时间之后将释放该纹理。数值为0表示保留纹理。
- 垃圾回收速率
每次运行GL纹理垃圾回收器之间的秒数。
- VBO超时
Time since last access of a GL vertex buffer object (VBO) in seconds after which it is freed (set to 0 to keep VBO allocated).
- 垃圾回收速率
Number of seconds between each run of the GL vertex buffer object garbage collector.
Video Sequencer¶
- Memory Cache Limit
Upper limit of the Video Sequencer and Movie Clip Editor memory cache (in megabytes). For an optimal Clip editor and Sequencer performance, high values are recommended.
- Use Disk Cache
Writes cached strips to disk which can store a lot more than to use Disk Cache, this option must be enabled, the Disk Cache Directory and Disk Cache Limit, and then save or reopen existing blend-file.
- Disk Cache Directory
The location on disk to store the cache.
- Disk Cache Limit
Upper limit of the Video Sequencer's disk cache (in gigabytes), setting to zero disables disk cache.
- Disk Cache Compression Level
The level of compression to compress image in the disk cache. This has a trade off between saving disk space and requiring more processing. The more compression used requires faster disk write/read speeds and more CPU usage.
See also
声音¶
此面板包含Blender中实时播放的声音设置,仅当*SDL* 或 OpenAL 时可选。关于输出音频的控制设置请参考 编码面板 和 音频面板。
- 音频设备
设置用于处理和输出音频的音频引擎。
- 无
没有音频支持(仍然可以正常加载音频片段)。
- SDL
使用来自 libsdl.org 的Simple Direct Media Layer API,将音频直接渲染到音频设备输出,适用于序列片段编辑。
- OpenAL
为缓冲声音渲染提供3D/立体支持,用于受扬声器物体支持的3D声源。
- 通道
Sets the audio channel count.
- 混合缓冲区
Sets the number of samples used by the audio mixing buffer. Higher buffer sizes can cause latency issues, but if you hear clicks or other problems, try to increase the size.
- 采样率
Sets the audio sampling rate.
- 采样格式
Sets the audio sample format.