Object

Visibility

参照

パネル

Object Properties ‣ Visibility

参考

There are several other general visibility properties.

Mask
Shadow Catcher

Enables the object to only receive shadow rays. It is to be noted that, shadow catcher objects will interact with other CG objects via indirect light interaction. This simplifies compositing CGI elements into real-world footage.

注釈

The Shadow Catcher outputs different results depending on if the Shadow Catcher pass is enabled in Render Layer settings. With the Shadow Catcher pass enabled, all indirect light interactions are captured. With it disabled, a simple approximation is used instead. The simple approximation is used in viewport rendering.

../../../_images/render_cycles_object-settings_object-data_shadow-catcher.jpg

Example of the shadow catcher. Note how the material of the plane can still be viewed in the spheres.

Ray Visibility (光線の可視性)

Objects can be set to be invisible to particular ray types. This can be used, for example, to make an emitting mesh invisible to camera rays. For instanced objects, visibility is inherited; if the parent object is hidden for some ray types, the children will be hidden for these too.

In terms of performance, using these options is more efficient that using a shader node setup that achieves the same effect. Objects invisible to a certain ray will be skipped in ray traversal already, leading to fewer ray casts and shader executions.

Camera

Makes the object visible in camera rays.

Diffuse (ディフューズ)

Makes the object visible in diffuse rays.

Glossy (光沢)

Makes the object visible in glossy rays.

Transmission

Makes the object visible in transmission rays.

Volume Scatter (ボリュームの散乱)

Makes the object visible in transmission rays.

Shadow

Enables the object to cast shadows.

Culling

In order to activate these options the respectively camera cull options have to be enabled in the scene simplify panel.

Use Camera Cull

Ignore and this way make objects invisible to rays outside of the camera frustum.

Use Distance Cull

Will cull any objects further from the camera than a given distance. When used in combination with camera frustum culling, this can be used to avoid culling nearby objects that are outside the camera frustum, but still visible in reflections. It is also useful to cull small objects far from the camera.

Motion Blur

参照

パネル

Properties ‣ Object Properties ‣ Motion Blur

Each object has its own motion blur settings along with the Scene Level Motion Blur. These settings can be found in the Object Properties tab of the Properties.

Steps (ステップ)

Controls accuracy of deformation motion blur, more steps uses more memory. The actual number of time steps is \(2^{steps -1}\).

Deformation

Enables motion blur for deformed meshes such as animated characters, including hair.

警告

An object modifier setup that changes mesh topology over time can not render deformation motion blur correctly. Deformation blur should be disabled for such objects. Common examples of this are animated Booleans, Deformation before Edge Split, Remesh, Skin or Decimate modifiers.

Shading

参照

パネル

Properties ‣ Object Properties ‣ Shading

Shadow Terminator

Geometry Offset

Offset rays from the surface to reduce shadow terminator artifacts on low-poly geometry. Higher values affect more triangles, a value of one affecting all triangles and zero having no affect. The default value only affects triangles at grazing angles to light and should eliminate most artifacts.

Unlike the Shading Offset, this option has little affect on the lighting making it the preferable method to handle shadow terminator artifacts.

Shading Offset

Pushes the shadow terminator (the line that divides the light and dark) towards the light to hide artifacts on low-poly geometry such as the ones below:

../../../_images/render_cycles_object-settings_object-data_shading-terminator1.jpg

Shadow Terminator Artifacts.

../../../_images/render_cycles_object-settings_object-data_shading-terminator2.jpg

Result of using an offset of 0.15.

注釈

This property artificially alters the scene's lighting and is not energy conserving and consequently not physically accurate (see Geometry Offset instead).

Fast GI Approximation

AO Distance

Override for the world's AO Distance, if the value is zero the world's distance is used.