# 物体

## 可见性

Note

The Shadow Catcher outputs different results depending on if the Shadow Catcher pass is enabled in Render Layer settings. With the Shadow Catcher pass enabled, all indirect light interactions are captured. With it disabled, a simple approximation is used instead. The simple approximation is used in viewport rendering.

### 剔除对象

In order to activate these options the respectively camera cull options have to be enabled in the scene simplify panel.

## 动态模糊

Each object has its own motion blur settings along with the Scene Level Motion Blur. These settings can be found in the Object Properties tab of the Properties.

Warning

## 着色

Geometry Offset

Offset rays from the surface to reduce shadow terminator artifacts on low-poly geometry. Higher values affect more triangles, a value of one affecting all triangles and zero having no affect. The default value only affects triangles at grazing angles to light and should eliminate most artifacts.

Unlike the Shading Offset, this option has little affect on the lighting making it the preferable method to handle shadow terminator artifacts.

 Shadow Terminator Artifacts. Result of using an offset of 0.15.

Note

This property artificially alters the scene's lighting and is not energy conserving and consequently not physically accurate (see Geometry Offset instead).

### 快速GI近似

AO Distance

Override for the world's AO Distance, if the value is zero the world's distance is used.

### 焦散

Mark objects as caustic casters or receivers. This is used in conjunction with a Light or World Shader with Shadow Caustics enabled to selectively speed up caustic rendering of objects in your scene.

Note

The rendering technique used to speed up the rendering of caustics is based on MNEE. There are a number of limitations with this technique and it's implementation in Cycles:

• Only refractive caustics in the shadows of objects work. Caustics from reflections or caustics that fall outside shadows are not rendered with this technique.

• MNEE Caustics are an approximation of caustics and will produce physically inaccurate results in many situations. Examples include incorrect brightnesses and the incorrect representation of caustics caused by rough or curved surfaces.

• In complex materials with multiple refractive BSDFs, MNEE will only generate caustics for one of the BSDFs.

• Filter Glossy settings are ignored when using MNEE for refractive caustics.

• MNEE Caustic rays can pass through up to 6 Caustic Caster surfaces between a Caustic Reciever and a Shadow Caustic light before the ray is terminated and caustics are ignored.

• The Ambient Occlusion and Bevel nodes will not produce a valid result on objects that are a Caustic caster or Caustic receiver while the scene contains a active Caustic caster, Caustic receiver, and Shadow Caustic Light.

• MNEE Caustics only work if the caustic caster has smooth normals.

• Volumetric materials are not considered when calculating MNEE caustics.

• Bump and normal maps are ignored when calculating caustics.

• The Metal GPU rendering backend is not supported.

Mark an object as a caustic caster.

Mark an object as a caustic receiver.

 Rendering caustics inside an eye without MNEE at 32 samples per pixel. Rendering caustics inside an eye using MNEE at 32 samples per pixel.

### Light Group

Light Group

Select the Light Group to add the current Object or Light too.