20单位和无级联的硬阴影。
使用阴影可以简单的在灯光上选择硬阴影或软阴影。
Using shadows can be as simple as choosing Hard shadows or Soft shadows on a Light.
在下面的图中,我们将使用硬阴影,因为阴影像素更好看见。
In the images below we'll use Hard shadows because shadow pixels are better visible there.
使用同样的灯光设置,我们切换阴影类型为硬阴影,这时阴影边缘很硬,没有过渡效果。
Using the same light setup, if we switch Shadow Type to Hard Shadows, then the transition from lit to shadowed regions is "hard" - either something is 100% in shadow, or 100% lit.
如果不使用级联阴影,整个阴影距离(仍然是50单位)内,阴影纹理均匀的覆盖。没有级联,硬阴影看起来像这样。
If no cascaded shadow maps were used, the entire shadow distance (still 50 units in our case) must be covered by the shadow texture uniformly. Hard shadows would look like this with no cascades.
在这个示例中阴影的强度和模糊度将在后期处理中完成,所以我是用光线跟踪类型的阴影来产生完美的黑色硬边阴影。
In this example the intensity and blur of shadows will be achieved in post production so I've used ray traced shadows to give me perfect black shadows with a hard outline.
但是在云层的阴影部分仍然有硬的轮廓线。
But there are still hard Outlines on the Shadowed side of cloud.
请尝试和打硬的阴影,然后你看过之后用毛巾拭除出一些亮点,并使核心阴影变暗。
Try and hit the shadow hard and then after you have gone over with a towel erase out some highlights and make the core shadow darker.
值得注意的是第二个阴影右边的鼻子长轴的“硬”填补照明。
Note the second shadow to the right of her nose with the "off-axis hard" fill lighting.
请注意如何更宽广、更狭窄的光源被称为“软”、“硬”,因为他们如何分别渲染的边缘的阴影和高光。
Note how broader and narrower light sources are termed "soft" and "hard, " respectively, because of how they render the edges of shadows and highlights.
硬或软的阴影,将是由灯光所投射的。
因此硬和软阴影不影响任何CPU或内存。
这样,任何以填充光投射出的阴影不可以从相机的视角,所以它不会事如果这些出现硬(由于一个小来源)。
That way, any shadows cast by the fill light won't be visible from the camera's perspective, so it won't matter if these appear hard (due to a small source).
这样,任何以填充光投射出的阴影不可以从相机的视角,所以它不会事如果这些出现硬(由于一个小来源)。
That way, any shadows cast by the fill light won't be visible from the camera's perspective, so it won't matter if these appear hard (due to a small source).
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