间接照明缓存

While not strictly correct, all lighting that is not coming straight out from a light object is considered as indirect lighting in Eevee. That means distant HDRI lighting (or World) is considered as indirect lighting. Mesh objects using an Emission node are also considered as indirect lighting.

在Eevee中,间接照明分为两个部分:漫反射和高光反射。两者都有不同的需求和代表性。为了提高效率,间接照明数据根据需要预先计算到静态照明缓存中。

到目前为止,光缓存是静态的,需要在渲染之前计算。它不能被每帧更新(除非通过脚本)。这个限制正在被解决中,并会在将来的版本中移除。

只能查看独立照明。这就是为什么Reflection Planes(反光板)不存储在光缓存中的原因。

烘焙过程中使用的是当前活动视图层中的可见物体和集合。

光反弹

为了使光线在大环境中反弹, 光烘焙过程可以运行多次, 同时将以前的烘焙结果注入烘焙。整体烘培时间或多或少会因为反弹次数而倍增。

光反弹只涉及漫反射照明。

间接照明

参考

面板:渲染 ‣ 间接光照明
自动烘焙
Enabling this option will trigger baking when a probe is changed; useful when positioning probes objects.
Diffuse Bounces
Number of bounces to compute when baking the diffuse irradiance.
立方体贴图尺寸
立方体反射贴图的尺寸。
漫反射遮蔽尺寸
Each irradiance sample also stores a shadow map that is used to minimize indirect light leaking. This parameter defines the size of this shadow map.
辐照度平滑
Smooths irradiance interpolation but introduces light bleeding. The irradiance visibility term can make the lighting not interpolate smoothly on some surfaces. This setting relaxes the weight of that interpolation.
钳制光泽
Clamp pixel intensity to reduce noise inside glossy reflections from reflection cubemaps (0 is disabled).
过滤质量
Takes more samples during cubemap filtering to remove artifacts. For now, only has an effect on cubemaps.
立方体贴图显示
在3D视图中直接显示缓存中存在的反射立方体贴图。
辐照度显示
在3D视图中显示在缓存中存在的辐照度样本。

Note

Cache data display only works in the viewport and only if the viewport uses world lighting in LookDev mode or is in Render Preview mode.