• 20单位阴影

    Hard shadows with distance of 20 and no cascades.

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  • 使用阴影可以简单灯光选择阴影阴影

    Using shadows can be as simple as choosing Hard shadows or Soft shadows on a Light.

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  • 在下面的图中,我们使用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.

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  • 使用同样灯光设置我们切换阴影类型阴影这时阴影边缘很,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.

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  • 如果使用阴影整个阴影距离(仍然50单位)内,阴影纹理均匀覆盖没有联,阴影看起来这样

    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.

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  • 这个示例阴影强度模糊在后期处理中完成所以是用光线跟踪类型的阴影产生完美的黑色阴影

    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.

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  • 但是云层阴影部分仍然轮廓线

    But there are still hard Outlines on the Shadowed side of cloud.

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  • 请尝试阴影然后看过之后毛巾拭除一些亮点使核心阴影变暗。

    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.

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  • 值得注意第二阴影右边鼻子长轴填补照明

    Note the second shadow to the right of her nose with the "off-axis hard" fill lighting.

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  • 请注意如何更宽广更狭窄光源称为“”、“”,因为他们如何分别渲染边缘阴影高光

    Note how broader and narrower light sources are termed "soft" and "hard, " respectively, because of how they render the edges of shadows and highlights.

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  • 阴影灯光所投射的。

    No, Hard or Soft shadows that will be cast by this light.

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  • 因此和软阴影影响任何CPU内存

    Soft shadows don't make any impact on the CPU or memory.

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  • 这样任何填充投射出阴影可以相机视角所以不会如果这些出现(由于一个来源)。

    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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  • 这样任何填充投射出阴影可以相机视角所以不会如果这些出现(由于一个来源)。

    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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