Light Probe Sphere#

A light probe sphere records the light incomming from many directions at a single location.

They are used for smooth and semi-rough reflections. Sphere probes smoothly blend to light probe volume lighting for completely diffuse reflections.

If Raytracing is turned on, they are used as a fallback if a ray misses.

注釈

In both usages, the light probe spheres are shadowed by light probe volume. This is done in order to reduce light leaking in shadowed areas and reduce the need to setup more light probe spheres.

Adjusting their resolution is done inside the Scene data panel.

The world also has an internal light probe sphere with a resolution that can be adjusted in the World data panel.

Properties(プロパティ)#

参照

Panel(パネル):

Object Data(オブジェクトデータ) ‣ Probe(プローブ)

Type(タイプ)

Shape of the influence volume. Can be set to Sphere or Box.

Radius(半径)

A probe object only influences the lighting of nearby surfaces. This influence zone is defined by the size parameter and object scaling.

Falloff(減衰)

Percentage of the influence distance in which the influence of a probe fades linearly.

Capture#

注釈

In the viewport, capture only happens if an update is detected on the light probe data or position. For renders, the capture happens at the start of each frame.

Clipping(クリッピング)

シーンをキャプチャするときに、クリップの近距離と遠距離を定義します。

Custom Parallax(カスタム視差)#

参照

Panel(パネル):

Object Data(オブジェクトデータ) ‣ Custom Parallax(カスタム視差)

By default, the influence volume is also the parallax volume. The parallax volume is a volume on which the recorded light is projected. It should roughly fit it surrounding area. In some cases it may be better to adjust the parallax volume without touching the influence parameters. In this case, enable the Custom Parallax and change the shape and radius of the parallax volume independently.

Viewport Display(ビューポート表示)#

Data(データ)

Show the captured light using a reflective sphere of the given size.

Clipping(クリッピング)

3D Viewport(3Dビューポート)でクリッピング距離を表示します。

Influence(影響)

3D Viewport(3Dビューポート)で影響範囲を表示します。内側の球は、フォールオフが始まる場所です。

Parallax(視差)

3D Viewport(3Dビューポート)で Custom Parallax(カスタム視差) 形状を表示します。