Sắp đặt về Nguồn Sáng (Light Settings)

Tham Chiếu (Reference)

Panel (Bảng)

Properties ‣ Light and Shader Editor ‣ Sidebar ‣ Options

Bên cạnh sự bố trí ánh sáng từ nền và từ bất cứ đối tượng nào với bộ tô bóng phát xạ, các đèn/nguồn sáng khác là những phương tiện để cho thêm ánh sáng vào trong cảnh. Sự khác biệt là ở chỗ chúng không trực tiếp nhìn thấy được trong hình ảnh kết xuất, và có thể dễ dàng quản lý như những đối tượng với thể loại riêng của mình.

Sắp Đặt Chung (Common)

Light settings for all renderers.

Eevee

Lóng Lánh (Specular)

Specular Light intensity multiplier. Use it for more artistic control. Setting this to anything but 1.0 will yield non-photorealistic result.

Khoảng Cách Tùy Chọn (Custom Distance)

If enabled uses Distance as the custom attenuation distance instead of global light threshold. In order to avoid long setup times, this distance is first computed automatically based on a light threshold. The distance is computed at the light origin and using the inverse square falloff.

Khoảng Cách (Distance)

Specifies where light influence will be set to 0.

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Light Threshold.

Ghi chú

The light's Power/Strength affect both specular and diffuse light.

Bóng Tối (Shadows)

Các Tham Số Thông Thường (Common Parameters)

Điểm Cắt Xén Khởi Đầu (Clip Start)

Distance from the light object at which the shadow map starts. Any object before this distance will not appear to cast shadows. Clip Start will only appear for point, spot and area lights.

Thiên Lệch (Bias)

Bias applied to the depth test to reduce self shadowing artifacts.

Bóng Tối Tiếp Xúc (Contact Shadows)

This type of shadow exists to fix light leaking caused by bias or shadow map undersampling. It uses the depth buffer to find occluders (just like Screen Space Reflections). However, just like Screen Space Reflections it has the same limitations, namely, unknown object thickness and effect disappearing at screen edges.

Mẹo

The distance of action of Contact Shadows should remain quite small. They are not accurate enough to shadow the entire scene.

Khoảng Cách (Distance)

Khoảng cách trong không gian thế giới để lùng tìm vật che khuất không gian màn hình.

Thiên Lệch (Bias)

Bias applied to the ray tracing to reduce self-shadowing artifacts.

Độ Dày (Thickness)

Pixel thickness used to detect occlusion, treating any potential occluder as this thick.

Ánh Xạ Bóng Tối Đổ Xa Dần (Cascaded Shadow Map)

These special kind of shadow maps are used by Sun lights. This is because they can shadow large scenes by distributing multiple shadow maps over the frustum range. Each cascade covers a different portion of the view frustum. Do note that cascade shadow maps are always updated because they are view dependent. This means they have a high performance impact.

Ghi chú

In orthographic view the cascades cover the whole depth range of the camera with an evenly distributed shadow precision.

Số Lượng (Count)

Number of cascades to use. More cascades means better precision but a lower update rate.

Phai Mờ Dần (Fade)

Fade transition area between two cascades. Higher values means less overall resolution because cascades need to overlap.

Khoảng Cách Tối Đa (Max Distance)

Distance away from the view origin (or camera origin if in camera view) to cover by the cascade. If the view far clip distance is lower than Max Distance, the view far clip distance will be used. Only works in perspective view.

Phân Bổ (Distribution)

Puts more resolution towards the near clip plane. Only works in perspective view.

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Limitations.

Những Giới Hạn (Limitations)

  • Unlike in Cycles, the Size of spot lights does not change the softness of the cone.