它的物理属性(物理术语称作光谱很窄)意味着即便没有光照射到它上面,它有时也会发射电子,这样就产生了图像噪点。
Its physical properties (its narrow bandgap, in physics parlance) mean that it sometimes releases electrons even though no light has fallen on it, resulting in a noisy image.
灯光照明强度。同一属性用于实时光照。
The intensity of the light. Same property is used for realtime rendering.
灯光颜色。同一属性用于实时光照。
The color of the light. Same property is used for realtime rendering.
在每个灯光属性下,我将细分(subdivs)设置为10000,焦散系数(caustic multiplier)设置为2.5,因为1.0的系数下反射焦散和光照功率之间的均衡和2.5是有很大的差距的。
Under each light properties I had 10,000 subdivs with 2.5x caustic multiplier just because the balance between the rendered caustic and light power felt way off with only 1.0x in the multiplier.
在每个灯光属性下,我将细分(subdivs)设置为10000,焦散系数(caustic multiplier)设置为2.5,因为1.0的系数下反射焦散和光照功率之间的均衡和2.5是有很大的差距的。
Under each light properties I had 10,000 subdivs with 2.5x caustic multiplier just because the balance between the rendered caustic and light power felt way off with only 1.0x in the multiplier.
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