世界设置#
世界环境可以提供纯色或任意纹理的照明。
In EEVEE, the world lighting contribution is stored into an internal Light Probe. This makes the lighting less precise than Cycles.
雾场通道#
参考
- 面板:
Note
必须先在 属性编辑器 的 "查看图层" 选项卡中启用雾化通道,然后才能在 "世界" 选项卡中使用以下设置。
雾场可以极大地增强渲染中的深度感。创建雾场后,Blender会生成深度范围在0.0到1.0之间的渲染层,可在合成器中使用该渲染层来生成雾效果。
- 起始
与摄像机之间的距离,雾气开始消失。
- 深度
雾气从 起点 开始的距离,它逐渐消失。离相机比 起点+深度 更远的物体会被雾气完全隐藏。
- 衰减
控制雾气的强度越来越远的变化率的曲线函数。
- 二次方:
使用与光衰减相同的计算 (\(1\over{x^2}\)) 并提供从透明(0.0)到不透明(1.0)的最平滑过渡。
- 线性:
开始陡峭的比二次方 (\(1\over{x}\)) 。
- 反向二次型:
具有最陡峭的开始 (\(1\over{\sqrt{x}}\)) 并且比其他两个函数接近1.0。
Tip
可以在
实现可视化。设置#
参考
- 面板:
光照探头#
- 分辨率
The resolution used to store the light from the world. This is equivalent to the resolution for light probe spheres.
See also
日光#
EEVEE can separate the light from intense light sources (e.g. a sun from an outdoor HDRI) and replace them with a sun light. This increases the quality of the lighting as the internal light probes alone cannot reproduce this type of lighting with enough precision.
- 阈值
If non-zero, the maximum value for world contribution that will be recorded inside the world light probe. The excess contribution is converted to a sun light. This reduces the light bleeding caused by very bright light sources. A value of zero will disable this feature and all lighting will be stored inside the internal light probes.
- 角度
Angular diameter of the extracted sun light as seen from the Earth.
- 使用阴影
Enable shadow casting on the extracted sun light.
See also
The shadow properties control the extracted sun shadows. They are exactly the same as for a sun light object. Light Properties.