Irradiance Volumes
Diffuse indirect lighting is stored in volumetric arrays. These arrays are defined by the user using Irradiance Volume objects. They control how arrays are placed in the world as well as their resolution.
Lighting is computed at the dot positions visible when the Irradiance Volume object is selected.
See also
If Ambient Occlusion is enabled, it will be applied onto diffuse indirect lighting. If both Ambient Occlusion and "Bent Normals" are enabled the indirect lighting will be sampled from the least occluded direction and appear more correct.
参考
- 面板:
- 距离
A probe object only influences the lighting of nearby surfaces. This influence zone is defined by the Distance parameter and object scaling. The influence distance varies a bit, depending on the probe type.
For Irradiance Volumes, the influence inside the volume is always 100%. The influence decays only outside of the volume until the distance to the volume reaches the Distance parameter value (in local space).
- 衰减
Percentage of the influence distance during which the influence of a probe fades linearly.
- 强度
Intensity factor of the recorded lighting. Making this parameter anything other than 1.0 is not physically correct. Use it for tweaking or artistic purposes.
- 分辨率
Spatial resolution for Irradiance Volumes is determined per probe. The local volume is divided into a regular grid of the specified dimensions. One irradiance sample will be computed for each cell in this grid.
- 范围限制
Defines the near and far clip distances when capturing the scene.
Warning
Clipping distances are applied at the samples positions and not at the grid origin.
- Visibility Collection
In some cases, it is useful to limit which objects appear in the light probe's captured lighting. For instance, an object that is too close to a capture point might be better excluded. This is what the visibility collection does. Only objects that are in this collection will be visible when this probes captures the scene.
There is also an option to invert this behavior and effectively hide the objects in this collection.
Note
This is only a filtering option. That means that if an object is not visible at render time it won't be visible during the probe render.
可见性
For every grid point a small Variance Shadow Map is rendered. This visibility cubemap is used to reduce light leaking behind occluders. You can tweak the size of this map inside the render settings and tweak the bias and blur factors per grid inside the Probe Properties tab.
- 偏移
Reduces self-shadowing.
- Bleed Bias
Increases the "contrast" of the depth test result.
- 模糊
Amount of blur to apply when filtering the visibility shadow map. Does not increase runtime cost but has a small effect on baking time.
混合
The lighting values from an Irradiance Volume will fade outwards until the volume bounds are reached. They will fade into the world's lighting or another Irradiance Volume's lighting.
If multiple Irradiance Volumes overlap, smaller (in volume) ones will always have more priority.
如果物体不在任何辐射体积内部,或者间接光没有烘焙,将使用场景漫射光对其进行着色。
Tip
在照亮室内环境时,尽量使栅格与房间尺寸一致。
尽量不要在空白区域或者光照差异较小的区域添加过多的分辨率。
You can fix bad samples by adding a smaller grid near the problematic area.
视图显示
- 影响
在3D视图中显示影响边界。靠内的边界是衰减开始的地方。
- 范围限制
在3D 视图中显示裁减距离。