Object (Đối Tượng)

Ẩn-Hiện/Tầm Nhìn (Visibility)

Tham Chiếu (Reference)

Panel (Bảng)

Các Tính Chất của Đối Tượng (Object Properties) ‣ Tầm Nhìn (Visibility)

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Có một số tính chất khác về tầm nhìn chung (general visibility).

Mask (Màn Chắn)
Vật Bắt Bóng Tối (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.

../../../_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.

Giữ Chỗ (Holdout)

Đối tượng kết xuất dưới dạng holdout hoặc matte sẽ tạo ra một lỗ trên hình ảnh Alpha bằng không, để lấp kín trong quá trình tổng hợp (compositing) với cảnh quay thực hoặc một kết xuất khác.

Tầm Nhìn của Tia Xạ (Ray Visibility)

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.

Máy Quay Phim (Camera)

Makes the object visible in camera rays.

Khuếch Tán (Diffuse)

Makes the object visible in diffuse rays.

Bóng Bẩy (Glossy)

Makes the object visible in glossy rays.

Truyền Xạ (Transmission)

Makes the object visible in transmission rays.

Tán Xạ Thể Tích (Volume Scatter)

Makes the object visible in transmission rays.

Ngả/Bóng Tối (Shadow)

Enables the object to cast shadows.

Loại Trừ (Culling)

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

Loại Bỏ trong Máy Quay Phim (Use Camera Cull)

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

Loại Bỏ theo Khoảng Cách (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 (Làm Nhòe chuyển động)

Tham Chiếu (Reference)

Panel (Bảng)

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.

Số Phân/Bước (Steps)

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

Biến Dạng (Deformation)

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

Cảnh báo

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 (Tô Bóng)

Tham Chiếu (Reference)

Panel (Bảng)

Properties ‣ Object Properties ‣ Shading

Shadow Terminator 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.

Ghi chú

This property artificially alters the scene's lighting and is not energy conserving and consequently not physically accurate.