HDRI/TeXTURE ENVRIRONMENT
Another lighting model in Octane is HDR / Texture illumination. You need to use pictures taken with a technique called "high dynamic range" in Hdr illumination. It has an "hdr" file extension. Also, you can use any image or procedural texture for the "Texture Illumination". The options are the same. We will expalin our examples through HDR images. You can find out more about HDR on wikipedia. We will not go into details here because it is a well-known topic. Now let's look at the use of Octane HDR / Texture and its options.
HDRI /纹理环境
Octane中的另一个照明模型是HDR /纹理照明。 您需要在Hdr照明中使用通过“高动态范围”技术拍摄的照片。 它具有“ hdr”文件扩展名。 另外,您可以将任何图像或程序纹理用于“纹理照明”。 选项是相同的。 我们将通过HDR图像说明示例。 您可以在Wikipedia上找到有关HDR的更多信息。 因为这是一个众所周知的主题,所以我们在这里不再赘述。 现在,让我们看一下Octane HDR / Texture及其选项的用法。
ASSIGN HDR/TEXTURE IMAGE
When you define texture or HDR environment from LV, default texture is created according to illumination type to the texture slot. When you select "Texture Environment", automatic "RGB Spectrum" texture is assigned to the Texture Slot. Here you can give it a color or you can use another image or procedural texture. When you select "HDR Environment", an "Image Texture" and "Projection" node with an .hdr extension are automatically assigned to the texture slot. Here you can also define the HDR image you want in the textures slot. Once you have defined the HDR, you can access the "Image texture" settings using the thumbnail arrow next to the texture and change it if necessary. This is the same as the "Image Texture" setting we described earlier in "Using Textures".
分配HDR /纹理图像
从LV定义纹理或HDR环境时,将根据照明类型为纹理插槽创建默认纹理。 当选择“纹理环境”时,自动将“ RGB光谱”纹理分配给纹理插槽。 在这里,您可以为其指定颜色,也可以使用其他图像或程序纹理。 选择“ HDR环境”时,扩展名为.hdr的“图像纹理”和“投影”节点会自动分配给纹理插槽。 在这里,您还可以在纹理插槽中定义所需的HDR图像。 定义HDR后,您可以使用纹理旁边的缩略图箭头访问“图像纹理”设置,并在必要时进行更改。 这与我们先前在“使用纹理”中描述的“图像纹理”设置相同。
USING TRANSFORM OR PROJECTION NODES ON HDR/TEXTURE ENVIRONMENT
You can now access the "Transform" and "Projection" settings according to whether you define the texture or HDR image to "Image texture". In some cases you may want to play both the size and projection settings of your HDR / Texture image. For example, "Sphere Projection" is usually for HDR images. In such scenarios, you can set the HDR / Texture image with both "Transform" and "Projection". We explained these two properties in the chapter "Using Textures".
在HDR /纹理环境上使用变换或投影节点
现在,根据您是将纹理还是将HDR图像定义为“图像纹理”,就可以访问“变换”和“投影”设置。在某些情况下,您可能需要同时播放HDR /纹理图像的大小和投影设置。例如,“球形投影”通常用于HDR图像。在这种情况下,可以同时使用“变换”和“投影”设置HDR /纹理图像。我们在“使用纹理”一章中解释了这两个属性。
Main environment Settings
主要环境设定
texture and HDR ICONS
With these two icons you can change the environment lighting type to "HDR" or "Texture".
纹理和HDR图标
使用这两个图标,您可以将环境照明类型更改为“ HDR”或“纹理”。
power
You can adjust the amount of lighting of your HDR. This option is completely dependent on the light values of your HDR image. Some HDRs have a high dynamic range and some have a low dynamic range. In such cases, it may be necessary to change the power setting. Also, if you use Camera Imager with HDR, you can also change scene with Exposure and Gamma settings (We will also explain the "Camera Imager" in the "Using Octane Camera" section). So when HDR is concerned, a lot of factors come into play. Balancing them is the key to a good render.
Info: Keep your HDR image Gamma as 1.
功率
您可以调整HDR的照明量。此选项完全取决于HDR图像的光值。一些HDR具有较高的动态范围,而另一些具有较低的动态范围。在这种情况下,可能需要更改电源设置。另外,如果您将Camera Imager与HDR一起使用,则还可以通过Exposure和Gamma设置更改场景(我们还将在“使用Octane Camera”部分中说明“ Camera Imager”)。因此,就HDR而言,很多因素都在起作用。平衡它们是获得良好渲染的关键。
信息:将您的HDR图像Gamma保持为1。
"rot. x" and "rot. y"
This option is for rotating the HDR / Texture image at the "x" and "y" coordinates. You can also do this in other ways. For example, if you define "Projection" in HDR / Texture, you can set the Projection type to "Spherical" and play "R.X", "R.Y" and "R.Z" from "Internal transform". A more practical way is to select the "Sky Object" from the Object manager and use the Rotation tool from the viewport, or from the Coord. Tab witn "R.H" and "R.P".
“旋转x”和“旋转y”
此选项用于在“ x”和“ y”坐标处旋转HDR /纹理图像。 您还可以通过其他方式执行此操作。 例如,如果在HDR /纹理中定义“投影”,则可以将“投影”类型设置为“球形”,并从“内部变换”播放“ R.X”,“ R.Y”和“ R.Z”。 一种更实用的方法是从对象管理器中选择“天空对象”,然后从视口或从“坐标”中使用“旋转”工具。 用“ R.H”和“ R.P”标签。
IMportance sample
Enables quicker convergence (noise reduction) for HRDI images by applying importance to certain areas of the HDRI so as to sample rays that resolve to the important areas more often than unimportant areas.
重要采样
通过对HDRI的某些区域施加重要性,从而对HRDI图像进行更快的收敛(降噪),从而对比重要区域更频繁地采样到重要区域的光线进行采样。
TYPE
You can also use "Primary environment" and "Visible Environment" for both "HDR/Texture" environments. Go to this section for details.
类型
对于“ HDR /纹理”环境,也可以使用“主要环境”和“可见环境”。 请转到本节以获取详细信息。
AO environment texture
AO texture allows you to specify an ambient occlusion texture which will then be used for the AO calculation instead of the environment. In order to use this feature, you need to go to Kernel settings and select "GI_AMBIENT_OCCLUSION" from Directlight. In the following example, hard shadows with "Blue Tint", which is caused by HDR Image, are reduced using AO environment texture. You can use the texture you want as the texture type. In the example RGB spectrum was selected and then gray-white was used.
AO环境纹理
AO纹理允许您指定环境光遮挡纹理,然后将其用于AO计算而不是环境。 为了使用此功能,您需要转到内核设置,然后从Directlight中选择“ GI_AMBIENT_OCCLUSION”。 在以下示例中,使用AO环境纹理减少了由HDR图像引起的带有“蓝色色调”的硬阴影。 您可以将所需的纹理用作纹理类型。 在示例中,选择RGB光谱,然后使用灰白色。
HDR/TEXTURE MEDIUM settIngs
It is used to give a fog to the HDR/Texture Environments. You can create very nice atmospheric fog because it applies to the scene in general. This fog is not a fake fog but Volume Medium. It interacts directly with any lighting in the scene. Since this topic is wide, we will explain in more detail the "Volumetrics" section.
HDR /纹理介质设置
它用于使HDR /纹理环境模糊。 您可以创建非常好的大气雾,因为它通常适用于场景。 这种雾不是假雾,而是中等体积。 它与场景中的任何灯光直接交互。 由于本主题涉及广泛,因此我们将更详细地解释“体积”部分。
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