マテリアルの設定

Reference

Panel

Material ‣ Settings and Shader Editor ‣ Sidebar ‣ Settings

サーフェス

Multiple Importance Sample (多重重点サンプル)

標準では光を放射するマテリアルを適用したオブジェクトは直接および間接的な光サンプリングを利用しますが、幾つかのケースではある種のマテリアルに対して直接的光サンプリングを無効化する事でノイズを全体的に減らすことができます。これは単に Multiple Importance Sample オプションを無効化するだけで行えます。これは他の光源に比べて巨大な光放射が少ないオブジェクトを扱う上で特に有用です。

This option will only have an influence if the material contains an Emission node; otherwise it will be disabled.

Transparent Shadows (透過性の有る物体の影)

Use transparent shadows if it contains a Transparent BSDF, disabling will render faster but will not give accurate shadows.

ディスプレイスメント手法

Method used to perform Displacement on materials.

Displacement Only

メッシュの頂点がレンダリングの前に置き換えられ、メッシュを実際に変化させます。メッシュが十分に分割されていれば、この手法が最も高品質な結果を得られます。結果として。この方法が最もメモリ容量を消費します。

Bump Only

When executing the surface shader, a modified surface normal is used instead of the true normal. This is a less memory intensive alternative to actual displacement, but only an approximation. Surface silhouettes will not be accurate and there will be no self-shadowing of the displacement.

Displacement and Bump

両方の手法は組み合わせて用いることができ、荒いメッシュに対してはディスプレイスメントが適用され、最終的な結果にはバンプマッピングを用います。

ボリューム

Sampling Method
Distance

For dense volumes lit from far away Distance sampling is usually more efficient.

Equiangular

If you have got a light inside or near the volume then equiangular sampling is better.

Multiple Importance

If you have a combination of both, then the multiple importance sampling will be better.

Interpolation

Interpolation method to use for the volume objects and smoke simulation grids.

Linear

Simple interpolation which gives good results for thin volumes.

Cubic

Smoothed high-quality interpolation needed for more dense volumes, but slower.

Homogeneous Volume

Assume volume has the same density everywhere (not using any textures), for faster rendering. For example absorption in a glass object would typically not have any textures, and so the renderer can be set to avoid taking small steps to sample the volume shader. Usually this is automatically determined by the renderer. This setting provides a manual control for cases where it is not detected.

Step Rate

Adjust distance between volume shader samples for volume shaders. This is typically used to reduce the step size for procedural shaders that add more detail with procedural textures, when it is not captured by the default step size. See Volume Render Settings for more information.