in Autodesk Maya and Softimage as well as a number of Redshift-specific light types.

Redshift 支持大部分Maya或者Softimage的原生燈光類型,也有自己的燈光類型。

Topics in this section

1、Native Maya Lights Maya的原生燈光

2、Redshift Lights Redshift燈光

Native Maya Lights Maya原生光源

Lights光源

The following standard Maya light types are supported by Redshift:Redshift支持下列Maya原生光原類型:

1、Directional Light 方向光

2、Point Light點光

3、Spot Light聚光燈

4、Area Light面積光.

Note 注意

Ambient Light and Volume Light are not supported by Redshift.

Redshift不支持Area Light(環境光)和Volume Light(體積光)。

The following light attributes are not applicable to Redshift or not currently supported by Redshift:

以下光源屬性Redshift目前不支持:

1、Illuminates by Default (All) Default Light(所有參數)

2、Dropoff衰減(Spot)

3、All attributes under the Light Effects group (Point, Spot, Area)

4、Lighit Effects下的所有參數(Point、Spot、Area)

5、All attributes under the Shadows > Depth Map Shadow Attributesgroup (All)

6、Shadows>Depth Map Shadow Attributes下面的所有屬性(ALL)

7、Ray Depth Limit (All)

8、Ray Depth Limit採樣Trace Depth限定(All)

9、All attributes under the mental ray group – Redshift equivalents for relevant attributes are under the Redshift group

10、Mental Ray下的所有屬性----相應的屬性在Redshift組別下面

Certain light attributes are only partially supported by Redshift or may behave differently when compared to Mental Ray.

一些燈光屬性Redshift只是部分支持,而且有可能與Mental Ray中的效果不同。

Decay Rate 衰減率

Redshift only supports No Decay and Quadratic. 只支持不衰減和平方衰減

edshift Attributes Redshift屬性

Redshift automatically adds a number of attributes to native Maya lights.

Redshift自動為Maya原生光原添加大量屬性。

Area Lighting (Area Lights Only) 區域照明(只支持Area Lights)

Shape形狀

Specifies the physical shape of the area light. 指定Area Light的物理形狀

RectangleDiscSphere 長方形

Cylinder 圓柱形

Visible可見

Makes the area light visible to the camera (and through reflections and refractions).

使面積光源在渲染中直接可見(包括出現在反射和折射中)

Samples採樣

Specifies the number of ray samples to use for the area light. More samples will produce smoother lighting and shadows. Generally, the larger and more intense an area light is, the more samples it needs to produce noise-free results.

為此面積光源指定採樣射線的數量。更多的採樣為使光照和陰影結果更平滑。通常,面積光源越大或是越亮,就越是需要更多的採樣來產生無噪的效果。

Photons (All Lights) 光子(所有燈光)

Emit Caustic Photons

發射焦散光子

Enables caustic photon casting for the light. Has no effect if Enable Caustics is not enabled in the Redshift Render Options under the Photon Mapping tab.

允許光源發射焦散光子投射。如果在Redshift Render Options中Photon Mapping選項卡下的Enable Caustics並未被啟用,則無效。

Emit GI Photons

發射GI光子

Enables GI photon casting for the light. Has no effect if Enable GI is not enabled in the Redshift Render Options under the Photon Mapping tab.

允許光源發射GI光子。如果在Redshift Render Options中Photon Mapping選項卡下的Enabled GI並未被啟用,則無效。

Caustic Photons

焦散光子

Specifies the number of caustic photons to shoot for the light.

指定要從光源發射的焦散光子數量

GI Photons

GI光子

Specifies the number of GI photons to shoot for the light.

指定要從光源發射的GI光子數量

Photon Color

光子顏色

Specifies the color of caustic and GI photons emitted by the light.

指定光源發出的Caustics光子和GI光子的顏色。

Photon Intensity

光子強度

Specifies the intensity of caustic and GI photons emitted by the light.

指定光源發出的Caustics光子的GI光子強度。

Light Shaders (All Lights)光源節點介面(All Light)

Light Shader

光源節點

Specifies a connection to a light shader. Redshift will execute a connected light shader to compute the light intensity and color as well as the shadow color from a given point on a surface.

用於連接一下Light Shader。Redshift在計算表面上某一點的光影時,將通過連接的Light Shader計算光源的強度、顏色和陰影。

Photon Shader

光子節點

Specifies a connection to a photonshader. Redshift will execute a connected photon shader to control the emission of photons from the light.

用於連接一個Photon Shader。Redshift將從此埠連接的Photon Shader發射光子。

Light Shaders

When using Mental Ray in Maya, light shaders can be connected to lights to change their behavior.

Maya中使用Mental Ray時,Light shader連接到光源後,將改變光源的性質。

Redshift translates Maya lights and associated light shaders into their Redshift equivalents allowing you to use most of the native Maya light features with Redshift directly. Note however that certain light shaders and/or light shader parameters are unsupported or only partially supported by Redshift. We therefore recommend using Redshift lights instead of the native Maya lights whenever possible.

通過將Maya光源以及所連接的Light Shader轉換成自身的對應光源,Redshift可以支持絕大部分Maya原生光源。但是請注意,但是請注意,這些光源以及它們的參數只是部分被支持。因此建議還是應該儘可能的使用Redshift提供的光源。

Supported Light Shaders支持的光源節點

The following lists the Mental Ray for Maya light shaders that Redshift supports at least partially:

以下列出了Redshift部分支持的Mental Ray for Maya光源節點:

mia_photometric_light

mia_physicalsun

mia_portal_light

mib_blackbody

mib_cie_d

Unsupported or Partially Supported Light Shaders 不支持或者僅部分支持的光源節點

The following describes the Mental Ray for Maya light shaders and parameters which are not supported or only partially supported by Redshift with notes where applicable.

以下列出了Redshift不支持或者部分支持的Mental Ray for Maya光源節點的參數。支持的部分配以文字說明。

mia_photometric_light

units_to_meter_scale

單位尺寸

The unit scale for Redshift is defined globally in the Redshift Render Options under Output > Photometric Units > Units To Meters Scale.

Redshift單位定義是全局參數,定義在Redshift渲染設置下的Output > Photometric Units > Units To Meters Scale.

cm2_factor

亮度係數

The candela per meter square factor for Redshift is defined globally in the Redshift Render Options under Output > Photometric Units >cd/m^2 Factor.

Redshift坎德拉/每平方亮度係數是全局參數,定義在Redshift渲染設置下的Output > Photometric Units >cd/m^2 Factor.

mia_physicalsun

photon_bbox_min

Not supported. 不支持

photon_bbox_max

Not supported. 不支持

illuminance_mode

Not supported. 不支持

direct_normal_illuminance

Not supported. 不支持

mia_portal_light

cutoff_threshold

Not supported. 不支持

shadow_ray_extension

Not supported. 不支持

use_custom_environment

使用自定義環境

A custom environment shader will always be used if it is connected to the custom_environment input, regardless of the value of Use Custom Environment Shader.

只要環境節點被連接在Custom_environment輸入埠上,無論是否開啟使用自定義環境,自定義環境都會起作用。

lookup_using_fg_rays

Not supported. All environment maps will be treated as if sampled by GI rays, in order to correctly support Multiple Importance Sampling.

不支持。為了支持Multiple Importance Sampling(多權重採樣),所有環境貼圖都會被 GI射線採樣。

mib_fg_occlusion

The mib_fg_occlusion light shader is not currently supported. 該光源節點目前不支持

mib_light_infinite

The mib_light_infinite light shader is not currently supported. 該光源節點目前不支持

mib_light_photometric

The mib_light_photometric light shader is not currently supported. 該光源節點目前不支持

mib_light_point

The mib_light_point light shader is not currently supported. 該光源節點目前不支持

mib_light_spot

The mib_light_spot light shader is not currently supported. 該光源節點目前不支持

physical_light

The physical_light light shader is not currently supported. 該光源節點目前不支持

Common Redshift Light ParametersRedshift光源參數

All Redshift lights share common parameters related to photon emission.

所有的Redshift光源都有光子相關的屬性。

Photon光子

Caustics焦散

Emit Caustic Photons

開啟Caustic光子

Enables caustic photon casting for the light. Has no effect if Enable Caustics is not enabled in the Redshift Render Options under the Photon Mapping tab.

為燈光開啟Caustics光子。如果沒有開啟渲染選項的Photon Mapping下的Caustics,則沒有效果。

Intensity Multiplier

強度倍增器

Specifies a multiplier for the caustic photon intensity, relative to the intensity of the light. A value of 1 will cause the emitted photons have the same intensity as the light. Smaller values will yield photons with relatively less intensity than the light, while larger values will yield photons with relatively more intensity.

給Caustics光子強度添加一個倍增選項,關聯到燈光的強度,值為1意味著發射的光子強度和燈光強度一樣,小的值縮減光子強度,大的值增強光子強度。

Number of Photons to Emit

發射光子數量

Specifies the number of caustic photons to shoot for the light.

定義發射Caustics光子的數量。

GI

Emit GI Photons

發射GI光子

Enables GI photon casting for the light. Has no effect if Enable GI is not enabled in the Redshift Render Options under the Photon Mapping tab.

為燈光開啟GI光子。如果沒有開啟渲染選項Photon Mapping下的GI,則沒有效果。

Intensity Multiplier

強度倍增器

Specifies a multiplier for the GI photon intensity, relative to the intensity of the light. A value of 1 will cause the emitted photons have the same intensity as the light. Smaller values will yield photons with relatively less intensity than the light, while larger values will yield photons with relatively more intensity.

給GI光子強度添加一個倍增選項,關聯到燈光的強度,值為1意味著發射的光子強度和燈光強度一樣,小的值縮減光子強度,大的值增加光子強度。

Number of Photons to Emit

發射光子數量

Specifies the number of GI photons to shoot for the light.

定義發射GI光子的數量


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