Blender 3D:零基础到专业级-单元3:拓展视野
Blender provides several different kinds of lights:
::混合器提供了几种不同的灯光:
-
Point
: Single point light source. Useful to provide very localized light. The shadows can be sharp, or you can set its size to something nonzero to make the shadows fuzzy. Can represent light sources within the scene; e.g. if there is a lightbulb or candle or something in the scene, position one of these within it to give the impression of light coming from that object.
::点:单点光源. 提供非常局部化的光线很有用. 阴影可以很利,或者您可以将其尺寸设置为非零的东西,使阴影模糊. 可以代表场景内的光源;例如,如果场景中有灯泡或或其他东西,将其中一个放置在其中,以给出来自该物体的光线的印象. -
Sun
: A light with parallel rays that will illuminate the scene with an even light. Because the sun is (effectively) infinitely far away, the position of this lamp does not matter, only its direction. Good to use in brightly-lit outdoor scenes (i.e. a sunny day).
::太阳:具有平行射线的光线,可以以均的光照亮场景.由于太阳 (实际上) 无限远,因此这台灯的位置并不重要,只有它的方向.适合在明亮照明的户外场景 (即阳光明的日子) 中使用. -
Spot
: Spot lights produce light constrained to a cone-shaped beam, and have some special features. They are the only light source that can be made visible with the 'halo' option, to simulate light in a fog. They are also the only light source that can cast buffer shadows (see below).
::斑点灯:斑点灯产生光束限制在形光束,并具有一些特殊特点.它们是唯一可以使用'光'选项可见的光源,以模拟雾中的光.它们也是唯一可以投射缓冲影的光源 (见下文). -
Hemi
: 180°-wide uniform, shadowless light source. Great for use as a fill light, or as a back light, or to represent light from the sky. Similar to Sun, its position does not matter, only its direction.
::半角: 180°宽均,无阴影的光源. 非常适合作为充灯,或作为后光,或代表来自天空的光. 与太阳相似,它的位置并不重要,只有它的方向. -
Area
: These are similar to point lamps, except that they are rectangular. As a result they can cast accurate raytraced soft shadows, at the expense of additional render time.
::面积:它们与点灯相似,只是它们是矩形的.因此它们可以投射精确的光线追踪软影,而不会耗费额外的染时间.
There are two different kinds of shadows that lights may cast:
buffered
and
ray-traced
. The main difference is that buffered shadows are much quicker to calculate, but take more memory, and can be of lower quality without some fiddling. Also strand-rendered materials (as can be used for hair or fur) cannot cast ray shadows with the Blender Internal renderer, so you have to use buffer shadows for them so their shadows look realistic.
::灯光可能投射两种不同类型的影子:缓冲和光线追踪.主要区别在于缓冲影子计算速度要快得多,但需要更多的内存,并且可以在不进行一些调试的情况下具有较低的质量. 线程染材料 (如可以用于头发或皮毛) 也不能使用混合器内部染器投射光线影子,因此您必须使用缓冲影子,以便它们的影子看起来更真实.
Only spot lamps can cast buffered shadows. Hemi lamps cannot cast shadows at all.
::只有点灯可以投射缓冲影子. 半导体灯根本不能投射影子.
Lamp Type | Buffer Shadow | Ray Shadow |
---|---|---|
Point | No | Yes |
Sun | No | Yes |
Spot | Yes | Yes |
Hemi | No | No |
Area | No | Yes |
Light Settings
::灯光设置
Blender’s lights offer many settings you can mess with to adjust their effect, such as:
::混合器的灯光提供许多设置,你可以调整它们的效果,如:
-
Energy
— the strength of the light.
::能量是光的强度. -
Colour
— real lights often have a colour, rather than being pure white. It is common in photography to talk about lights adding “warm” (reddish/yellowish) or “cool” (bluish) tints to a scene.
::颜色 实际的灯光通常有颜色,而不是纯白.在摄影中,通常会谈到灯光为场景添加"温暖" (红色/黄色) 或"凉爽" (蓝色) 颜色. -
Falloff
— real lights get weaker with distance according to the well-known
inverse-square law
. But Blender doesn’t force you to conform to reality: point and spot lamps also allow for other options, like inverse-linear or even a custom curve.
::根据众所周知的反正方法则, 落差 真实灯光随着距离的增长而变弱. 但Blender 没有强迫你遵守现实:点灯和点灯也允许其他选项, 如反向线性或甚至自定义曲线. -
Distance
— even with inverse-square falloff, the intensity of real lights never quite goes to zero at any distance, though it may become too low to measure. Blender’s distance specification allows you to limit the effect of the light to a finite maximum distance. This can be useful for having multiple lights illuminating different parts of a scene, while minimizing unwanted interactions between them—a headache that real photographers and lighting technicians cannot avoid!
::距离 即使有反正方形的落差,真实光的强度在任何距离都不会完全降至零,尽管它可能变得太低而无法测量. 混合器的距离规格允许您将光的效果限制在有限的最大距离. 这对于将多个灯光照亮不同部分的场景,同时最大限度地减少它们之间的不必要相互作用,是真正的摄影师和照明技术人员无法避免的头痛! -
Negative
— instead of
adding
light to a scene, this light source can actually
darken
the scene. Again, not possible with real lights, but useful for certain kinds of effects. In live action black cards are sometimes used to reduce reflection on the subject by absorbing reflected light. This light could serve to provide a similar function.
::负 光源实际上可以使场景变暗,而不是增加光线.在现场演出中,黑卡有时被用来通过吸收反射光来减少对象的反射.这种光可以提供类似的功能. -
This Layer Only
— this light only illuminates objects on the same layer(s). Another useful way to minimize unwanted interactions between different lights.
::仅此层 此光只照亮同一层中的物体. 另一种有用的方法是减少不同光之间的不必要相互作用. -
Specular
— uncheck this box to prevent this light illuminating specular parts of materials.
::镜子 取消勾选,以防止这光照射材料的镜子部分. -
Diffuse
— uncheck this box to prevent this light illuminating diffuse parts of materials.
:: 除此框,以防止此光照射到材料的分散部分.
Lighting Without Lamps
::没有灯的照明
It is possible to light a scene without lamps, or with fewer lamps. In the World Context
of the Properties Window, there are three options, for “Environment Lighting”, “Ambient Occlusion” and “Indirect Lighting”.
::没有灯或使用更少的灯可以照明场景.在属性窗口的世界背景中,有三个选项,为"环境照明"",环境遮蔽"和"间接照明".
Environment Lighting adds a shadowless light that seems to come from all directions and fill all parts of the scene.
::环境照明增加了无影光,似乎来自各个方向,并填充了场景的所有部分.
Ambient Occlusion (“AO” for short) is supposed to mimic the effect of shadows darkening corners and crevices of real-world objects (in theory this should naturally fall out of accurate lighting calculations, but it is easier to compute it separately); Blender also allows you to use AO to
brighten
parts of the scene outside those corners and crevices.
::环境遮蔽 (简称AO) 应该模仿阴影对现实世界物体的角落和隙造成的暗化效果 (理论上,这应该自然地脱离准确的照明计算,但单独计算更容易); Blender 也允许您使用 AO 来亮化这些角落和隙之外的场景部分.
Indirect Lighting tries to mimic light bouncing off diffuse surfaces and illuminating other diffuse surfaces. It only works when the “Gather” option (next panel down) is set to “Approximate”.
::间接照明试图模仿光线反射到分散表面并照亮其他分散表面.只有当"收集"选项 (下面面板) 设置为"近似"时,它才会工作.
-
Ambient Occlusion Video Tutorial:
http://www.youtube.com/watch?v=rKUAemD7oo4
::环境封闭视频教程: