当你使用多个相机时,每一个都将自己的颜色和深度信息存储在缓冲区中,还将积累大量的每个相机的渲染数据。
When you are using multiple Cameras, each one stores its own color and depth information in buffers, accumulating more data as each Camera renders.
每个相机在渲染时会存储颜色和深度信息。
Each Camera stores color and depth information when it renders its view.
在相机完成场景的渲染后被调用。
OnPostRender: Called after a camera finishes rendering the scene.
下面你可以看到HDRI的设置和相机设置(几乎默认)用于游泳池和椅子的渲染场景。
Below you can see both HDRI Settings and camera Settings (almost default) used for the shoot where we see the swimming pool + chair.
相机选好后,我们开始设计我们的方案。这里是我们第一次的渲染图。
Once the camera′s been chosen, we design our proposal. Here you can see our first sketch.
从相机到开始渲染和停止渲染之间的距离。
当场景中的任何特定相机进行渲染时,你可以设定清除标记以清除缓冲区信息的不同集合。
As any particular Camera in your scene renders its view, you can set the clear Flags to clear different collections of the buffer information.
这就是我通常会使用的相机和渲染设置。
你也将使用2D纹理与照相机闪光灯创建自己的动画的人群,看看你可以轻核渲染自己的CG。
You will also use 2D textures to create your own animated crowd with camera flashes, and see how you can light and render your own CG in NUKE.
添加画龙点睛喜欢的色彩校正的渲染,相机的抖动,运动模糊等。
Add final touch to the renders like color correction, camera shake, motion blur etc.
在相机完成场景渲染之后被调用。
OnPostRender is called after a camera finished rendering the scene.
当照相机显著地移动时,引擎也只不过重新渲染下视点替用特效,并且,你可以很好的去获得其它的帧。
When the camera does move significantly, the engine simply re-renders the impostor, and you're good to go for another couple of frames.
请再重新看一下HDRI的设置,我设置渲染强度为1.0并且修改了相机的曝光……为什么?
Please see the HDRI setting once again. There I set the render multiplier to 1.0 and just change the Camera Settings to tweak the exposure... Why?
您将学习如何使用网络渲染,以减少您提供的动画时间以及静态图像照相机使用平铺。
You will learn how to use Net render to reduce your render time of animations as well as still images using a Tiled Camera.
对于使用此方式使渲染图有生机的一个一般评论就是,如果客户改变相机怎么办?答案很简单:那代表你将会有更多的工作要做!
A general comment that springs to life with our approach is' what if the client changes the camera ', simple answer - that means you're going to have a lot more work!
但路径跟踪也有一个缺点,当相机移动时,我们不得不重新渲染图像。 而图像的完全融合得经过数秒钟时间,这对于游戏而言,还是不太好的。
This is also a drawback as a new image has to berendered when the camera is moved, and, since it takes on the order of secondsfor the image to fully converge, it will not be appropriate for games.
胶片框的视野引导显示了照相机的视野范围,并且是只有当照相机光圈的高宽比和透视分辨率一样的情况下才起渲染作用。
The film gate view guide indicates the area of the camera's view that renders only if the aspect ratios of the camera aperture and rendering resolution are the same.
你的项目使用的渲染路径是在播放设置中选择的,此外,你可以为每个相机覆盖它(就是重新选择一种渲染方式)。
The rendering Path used by your project is chosen in Player Settings. Additionally, you can override it for each Camera.
你的项目使用的渲染路径是在播放设置中选择的,此外,你可以为每个相机覆盖它(就是重新选择一种渲染方式)。
The rendering Path used by your project is chosen in Player Settings. Additionally, you can override it for each Camera.
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