General

This is our basic environment shader, which takes a texture map as an input and projects it based on the projection mode. Below are the shader parameters.

這是基礎Environment Shader,用於連接一個紋理貼圖,然後基於所選的投射模式進行環境投射。

Shader Options著色器屬性

Texture紋理

Texture Mode紋理模式

This specifies how the textures are to be chosen:定義如何使用紋理

  • Default – Use the default texture Map and Projection Mode (below).
  • 使用默認的紋理貼圖和投射模式(在下面選擇)。

  • Ray Switch – Select the texture map and projection mode based on the ray type.
  • 使用基於採樣射線類型的紋理貼圖和投射模式。

Map圖片

This is the texture map that is to be projected on to the environment.

投射到環境球上的紋理

SRGB/Gamma/Exposure/Hue/SaturationSRGB/伽馬/曝光/色相/飽和度

Common image adjustments.通用圖像調節參數。

Most non HDR textures require gamma correction during sampling. If your texture is SRGB compliant then you need to check the SRGB option.

大部分的非HDR貼圖需要在採樣時使用Gamma矯正。如果貼圖使用了SRGB標準方式,需要勾選SRGB選項。

NOTE: these come from the Clip 『Adjust』 properties in Softimage.

注意:這些參數在Softimage中是在「Adjust」下拉採樣中設置的。

Projection Mode投射模式

This specifies the projection mode for the texture, of which can be one of the following:

為紋理指定投射模式,從下面的模式中選擇其一:

  • Spherical – Projects the image as if you were inside a sphere. Note this mode is for panoramic longitude/latitude maps, NOT for 『mirror ball』 maps.

Spherical---這種投射模式類似於在一個球的中心投射圖片。注意,這個模式適用於Panoramic Longitude/Latitude(經緯度全景投射)模式的圖片,而非Mirror Ball(反光球)模式的圖片。

  • Cylindrical – Projects the image as if you were inside a vertically aligned cylinder.

Cylindrical---在一個垂直的圓柱體內投射圖片。

  • Cubic Strip – Projects the image as if you were inside a cube, with each face of the cube laid out horizontally in a strip.

Cylindrical---在一個垂直的圓柱體內投射圖片。

  • Cubic Cross Sideways – Projects the image as if you were inside a cube, with each face of the cube laid out as an horizontal cross.

Cubic Cross Sideways---在一個立方體內投射圖片。每個面的圖像平鋪成一個橫向十字。

  • Cubic Cross – Projects the image as if you were inside a cube, with each face of the cube laid out as a vertical cross.

Cubic Cross –在一個立方體內投射圖片。每個面的圖像平鋪成一個縱向十字。

Spherical
Cylindrical
Cubic Strip
Cubic Cross Sideways
Cubic Cross

Back-Plate背板

Enabled開啟

Enables the use of a back plate texture map.

開啟背板貼圖

Map圖片

This is the texture map that is to be projected as a back-plate.

用作背板的圖片。

SRGB/Gamma/Exposure/Hue/Saturation SRGB/伽瑪/曝光/色相/飽和度

Common image adjustments.通用圖像調節參數

Most non HDR textures require gamma correction during sampling. If your texture is SRGB compliant then you need to check the SRGB option.

大部分的非HDR貼圖需要在採樣時使用Gamma矯正。如果貼圖使用了SRGB標準的方式,需要勾選SRGB選項。

NOTE: these come from the Clip 『Adjust』 properties in Softimage.

注意:這些參數在Softimage中是在「Adjust」下拉採樣中設置的。

Back-plate Aspect背板長寬比

This specifies what aspect ratio to use for the back-plate:定義背板長寬比

  • Texture – Uses the texture dimensions to determine aspect ratio. Texture will not be warped.

Texture –使用貼圖自身的長寬比。圖片不會被拉伸。

  • Render – Uses the render frame dimensions to determine the aspect ratio. Texture may be warped.

Render –使用渲染設置定義的長寬比。圖片可能會拉伸。

Adjust調整

Ray Type Intensity Multipliers (Background/Refraction, Reflections, GI)

採樣類型強度倍增率(背景/折射,反射和GI)

This allows you to adjust the intensity of the environment, depending on the type of ray that 『reached』 it. 『Background』 refers to primary 『eye』 rays, meaning what you see. 『Reflection』 refers to when you see the environment map through a reflection and GI means when you see it through GI rays. For example, HDR environment maps with very bright light hot-spots might cause undesirable noisy artifacts during GI tracing, so in this case you would bring down the intensity for GI only.

這個選項用於根據不同採樣射線的類型調節環境球的強度。Background意味著一級採樣射線(Primary「eye」Ray),也就是攝像機中直接看到的內容。Reflection意味著反射看到的環境。GI意味著GI採樣射線看到的環境。例如HDR環境貼圖中有極亮點時,可能由於GI的採樣產生噪點,這時可以通過單獨降低GI採樣的環境強度來調整。

Background Intensity: 1.0
5.0
0.2
Reflection Intensity: 1.0
5.0
0.2
GI Intensity: 1.0

5.0
0.2

GI Affects Matte Shadow CatchersGI影響陰影遮罩捕捉器

Normally you do not want to add environment image GI to Matte Shadow Catcher lighting as it will result in 『double lighting』, since Matte Shadow background images will already contain indirect light from the environment. However, this option allows you to enable GI contribution from the environment map for Matte Shadow materials; useful if you are using a ray switch and the GI image is not representative of the real environment.

一般來說,不需要將包含環境貼圖信息的GI添加到Matte Shadow Catcher光照中,否則會有雙重燈光照明。因為Matte Shadow本身就包含了環境產生的間接照明。然而,這個選項允許你針對Matte Shadow Catcher開啟GI。當使用了Ray Switch且GI圖片沒有包含真正的環境信息時應該開啟這個選項。

Transform變換

This allows you to scale, rotate and offset the projected environment image.

用來縮放,旋轉和偏移環境投射圖像。(在Maya中,使用Place3D Texture節點調整)

Alpha Channel Replace: Enable Alpha通道替換:開啟

This allows you to over-ride the texture alpha values, which may be necessary if they are either non-existent or not correct. Typically, for environment textures, the alpha value should always be 0.0, if you plan on compositing environment layers.

如要紋理的Alpha不存在或者不正確,用這個參數可以覆蓋貼圖的阿爾法值。通常:如果想要在後期合成環境,就需要保持環境的Alpha為0。

Alpha Channel Replace: Alpha Alpha通道替換:Alpha

This is the alpha value that will be used instead of the texture alpha values.

這個Alpha值可以用於替換貼圖的Alpha。

Alpha Channel Replace: 1.0
0.5
0.0

Ray Switch採樣替換

This tab allows you to set a texture and projection mode for each ray type.

通過這個選項卡可以為各種類型的採樣射線單獨設置紋理和投射方式。

Texture Background/Refraction, Texture Reflections, Texture GI貼圖紋理/折射、貼圖反射、貼圖GI

Map圖片

This is the texture map that is to be projected on to the environment.

這是用來投射到環境球上的貼圖。

Background: Sunny ForestReflection: Sunny ForestGI: Sunny Forest
Background: Building InteriorReflection: Sunny ForestGI Texture: Sunny Forest
Background: Sunny ForestReflection: Underpass InteriorGI: Sunny Forest
Background: Sunny ForestReflection: Sunny ForestGI: Overcast Forest
Background : Building InteriorReflection: Underpass InteriorGI: Overcast Forest

SRGB/Gamma/Exposure/Hue/Saturation

SRGB/伽馬/曝光/色相/飽和度

Common image adjustments.通用圖像調節參數

Most non HDR textures require gamma correction during sampling. If your texture is SRGB compliant then you need to check the SRGB option.

大部分的非HDR貼圖需要在採樣時使用Gamma矯正。如果貼圖使用了SRGB標準方式,需要勾選SRGB選項。

Projection Mode投射模式

This specifies the projection mode for the texture, of which can be one of the following:

為紋理指定投射模式,從下面的模式中選擇其一:

  • Spherical – Projects the image as if you were inside a sphere. Note this mode is for panoramic longitude/latitude maps, NOT for 『mirror ball』 maps.

Spherical---這種投射模式類似於在一個球的中心投射圖片。注意,這個模式適用於Panoramic Longitude/Latitude(經緯度全景投射)模式的圖片,而非Mirror Ball(反光球)模式的圖片。

  • Cylindrical – Projects the image as if you were inside a vertically aligned cylinder.

Cylindrical---在一個垂直的圓柱體內投射圖片。

  • Cubic Strip – Projects the image as if you were inside a cube, with each face of the cube laid out horizontally in a strip.

Cylindrical---在一個垂直的圓柱體內投射圖片。

  • Cubic Cross Sideways – Projects the image as if you were inside a cube, with each face of the cube laid out as an horizontal cross.

Cubic Cross Sideways---在一個立方體內投射圖片。每個面的圖像平鋪成一個橫向十字。

  • Cubic Cross – Projects the image as if you were inside a cube, with each face of the cube laid out as a vertical cross.

Cubic Cross –在一個立方體內投射圖片。每個面的圖像平鋪成一個縱向十字。


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