Các Sắp Đặt về Nguyên Vật Liệu (Material Settings)
Tham Chiếu (Reference)
- Panel (Bảng):
and
Bề Mặt (Surface)
- Displacement Method
Method used to perform Displacement on materials.
- Duy Dời Hình (Displacement Only):
Mesh vertices will be displaced before rendering, modifying the actual mesh. This gives the best quality results, if the mesh is finely subdivided. As a result, this method is also the most memory intensive.
- Duy Gồ Ghề (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.
- Dời Hình và Gồ Ghề (Displacement and Bump):
Both methods can be combined, to do displacement on a coarser mesh, and use bump mapping for the final detail.
- Lấy Mẫu Vật Phát Xạ (Emission Sampling)
The method used for sampling the emissive component of the material. This option will only have an influence if the material contains an emissive material node, otherwise it will be ignored.
- Không (None):
Không sử dụng bề mặt này làm nguồn sáng để lấy mẫu.
- Tự Động (Auto):
Automatically determine if the surface should be treated as a light for sampling based on emission intensity.
- Đằng Trước (Front):
Treat only the front side of the surface as a light, useful for closed meshes whose interior is not visible.
- Sau Lưng/Quay Trở Lại:
Treat only the back side of the surface as a light for sampling.
- Trước và Sau (Front and Back):
Coi bề mặt là nguồn sáng để lấy mẫu, phát xạ từ cả mặt trước và mặt sau.
- Bóng Tối Trong Suốt (Transparent Shadows)
Use transparent shadows if it contains a Transparent BSDF, disabling will render faster but will not give accurate shadows.
Âm Lượng/Thể Tích (Volume)
- Phương Pháp Lấy Mẫu Vật (Sampling Method)
- Khoảng Cách (Distance):
For dense volumes lit from far away Distance sampling is usually more efficient.
- Góc Đều (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 (Nội Suy)
Interpolation method to use for the volume objects and smoke simulation grids.
- Tuyến Tính (Linear):
Simple interpolation which gives good results for thin volumes.
- Lập Phương/Bậc Ba (Cubic):
Smoothed high-quality interpolation needed for more dense volumes, but slower.
- Đồng Đều (Homogeneous)
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.
- Tần Số Bước (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.