In order to learn how to light a scene properly it is helpful to first learn a few things about real lights. When you add a light to your scene you need to understand how to go about emulating the properties of the real light source that you want your Blender light to replicate.
::为了学习如何正确地照明场景,首先要了解一些关于真实灯光的知识是有帮助的.当你为你的场景添加灯光时,你需要了解如何模拟你想要你的混合灯复制的真实光源的属性.

The Properties of Real Lights
::真正的光的特性

Color
::颜色

Every light source always has a distinctive color of its own. A photograph taken at sunrise or sunset is very easy to distinguish from one that is taken at noon just by looking at the color of the light. Incandescent light bulbs emit a light of a color that is different from that of fluorescent light bulb. So a scene lit with one of the two will have a different color cast when compared to the other.
::每个光源总是有它自己的独特颜色.在日出或日落时拍摄的照片很容易通过光的颜色来区分,而在中午拍摄的照片则很容易.白灯泡发出不同颜色的光,而光灯泡则不同.因此,照亮其中一个光源的场景与照亮另一种光源的场景相比,会有不同的颜色.

Angle
::角度

Light always streams in from a particular direction. The angle or direction of light has a particular influence on which planes of an object receive light and the shape and direction of the shadows that are cast by objects receiving light from that particular source.
::光总是从特定的方向流入.光的角度或方向对物体的哪些平面接收光以及从特定的光源接收物体投射的阴影的形状和方向有特定的影响.

Brightness and Decay
::亮度和衰变

As light travels through space it decays or grows dimmer with distance. Think of a firework bursting in the night sky. When the firework first bursts the sparks are bunched close to each other. Over a short period of time they quickly spread out from each other. If you replace sparks with photons of light and the firework with your light source than you have a very rough analogy to how and why light decays. All real lights decay with distance according to the inverse-square law. At times when lighting a Blender scene it becomes necessary to cheat this law.
::随着光穿越空间,它随着距离的增长而衰减或变暗.想象一下夜空中的烟花.当烟花第一次爆发时,火花将彼此相邻.在短时间内,它们将迅速相互扩散.如果你用光子替换火花,用光源替换烟花,你就会对光如何和为什么衰减有一个非常粗略的类比.所有真实的光根据反正方法随着距离的增长而衰减.有时在照明一个Blender场景时,必须欺骗这个法则.

Shadows
::影子

Real lights will always cast a shadow of some sort. Real scenes also typically include multiple sources of light (even if these are only  indirect lighting  as a result of light bouncing off other objects). Thus, even in an area shadowed by one light source, there will typically be light coming from other directions, to soften the shadow so it is not completely inky black.
::现实场景通常包括多个光源 (即使这些光源仅是间接照明,因为光线会反射到其他物体).因此,即使在一个光源的阴影下,通常也会有来自其他方向的光,以使阴影变柔,因此它不会完全黑色.

Size
::尺寸

Real light sources rarely take the form of tiny points; the light usually comes from an area of discernible size. This manifests itself in the form of a softness to the edge of the shadows, or  penumbra : areas behind an object where the light is partially obscured are less dark than the inner parts of the shadow where the light is completely blocked.
::真正的光源很少以微小的点的形式出现;光通常来自一个可辨别的大小的区域.这表现为阴影边缘的柔软,或半阴影:物体背后的部分部分部分,光线被部分遮蔽,比阴影的内部部分更暗,光线被完全屏蔽.

These are not all the properties of real lights, but as far as CGI lighting is concerned they are the most important. As we will see later on, Blender offers enough controls for you to tweak and adjust each of these key properties of light.
::虽然这些不是真正的灯具的所有特性,但在CGI照明方面,它们是最重要的.我们将在下面看到,Blender提供足够的控制功能,让你能够调整和调整这些关键的灯具特性.


最后修改: 2025年03月16日 星期日 20:26