灯光设置

参考

面板

Properties ‣ Light and Shader Editor ‣ Sidebar ‣ Options

把灯光添加到世界环境或者任何带有自发光着色器(自发光材质不能直接照亮场景)的物体上,能直接照亮场景。不同之处是灯光在渲染图像中是不可见的,而且更容易作为自己类型的对象进行管理。

通用选项

所有渲染器的 灯光设置

Eevee

镜面反射

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

自定义距离

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.

距离

指定光线强度衰减到零的距离。

See also

Light Threshold.

Note

光的 功率 / 强度 会影响高光和漫射光。

阴影

常用参数

裁剪起点

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.

偏移

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

接触阴影

这种阴影用来修复因为偏移或者阴影贴图采样不足引起的漏光。原理是使用深度缓冲区来查找遮挡物品(就像屏幕空间反射一样)。但它和屏幕空间反射有一样的缺陷,即效果在未知厚度物体上或者屏幕边缘消失。

Tip

尽量让接触阴影(Contact Shadows)的阴影小点,因为投影不够精确,并且无法遮蔽整个场景。

距离

查找屏幕空间遮挡物体的空间距离。

偏移

偏移用于光线跟踪以减少自阴影伪影。

厚(宽)度

用于检测遮挡物体的像素厚度,将任何潜在的遮挡物体处理为此厚度。

级联阴影图

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.

Note

因为在正交视图中,级联阴影贴图覆盖相机的整个深度范围,所以阴影精度呈均匀分布。

数量

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

渐隐

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

最大距离

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.

分布

使更多分辨率分布在近剪裁平面附近。 仅适用于透视图。

See also

限制

局限

  • 和Cycles不一样,eevee灯光的 尺寸 不会改变阴影的柔化程度。