CAMERA TAG/CAMERA IMAGER
The best way to describe this feature is actually Octane's mini-compositing Tool. With the help of these tool you can improve your picture quite nicely. Think of yourself as a Director of Photography again. As you can play with many settings on your camera, you can also control your picture with exposure and gamma adjustment; play with saturation, use prepared movie logs, create vignettes or make white adjustments. From here you can manage the beauty of your final picture like a Director of Photography. It is a very useful tool and once you are used to it you will never give it up again. For example, when you make a bloom setting for your picture in the Post section, you can be sure that any compositing software will not be able to reach its quality.
相机标签/相机图像
描述此功能的最佳方法实际上是Octane的微型合成工具。 借助这些工具,您可以很好地改善图片质量。 再次把自己当作摄影总监。 由于可以在相机上进行多种设置播放,因此还可以通过曝光和伽玛调节来控制图片。 饱和播放,使用准备好的电影记录,创建渐晕或进行白色调整。 在这里,您可以像摄影总监一样管理最终照片的美感。 这是一个非常有用的工具,一旦习惯了,就再也不会放弃。 例如,当您在“帖子”部分中为图片设置花型设置时,可以确保任何合成软件都无法达到其质量。
This is where you'll express your artistry, your creative side. And the best thing about it is that you don't need render time for the effects here. You can apply and see it immediately.
Let's explain the options here.
在这里,您可以表达自己的艺术才能和创造力。 最好的是,这里不需要渲染时间来渲染效果。 您可以申请并立即查看。
让我们在这里解释选项。
enable camera imager
Used to enable or disable the camera imager.
启用相机成像器
用于启用或禁用相机成像器。
exposure
Controls the exposure of the scene. Smaller values will create a dark scene while higher values will brighten the scene. Exposure has no effect on any of the render layer passes.
曝光
控制场景的曝光。 较小的值将创建黑暗的场景,而较高的值将使场景变亮。 曝光对任何渲染层通道都没有影响。
Highlight Compression
This reduces burned out highlights by compressing them and reducing their contrast. If some scenes have more exposure, this option can compensate for excessive brightness.
高光压缩
这样可以通过压缩和降低对比度来减少燃尽的高光。 如果某些场景有更多的曝光,则此选项可以补偿过度的亮度。
ORDER
This defines the order in which the Response curve, the Gamma and the Custom LUT is applied on the scene. Typically, 3D LUTs are defined for sRGB input values, i.e. you usually want to apply the custom LUT last, but there might also be 3D look-up tables for linear input data in which case you might want to apply the custom LUT first.
次序
这定义了将响应曲线,伽玛和自定义LUT应用于场景的顺序。 通常,为sRGB输入值定义3D LUT,即您通常想最后应用自定义LUT,但是对于线性输入数据,可能还会有3D查找表,在这种情况下,您可能想先应用自定义LUT。
response curve
Measured camera response curves can be selected from here. You can take advantage of a number of response options for the render output and see them instantly in the Live Viewer. In fact, you "may" not even need to use the 3rd party compositing tool. Octane also has response curves that reproduces the rendering neutrally on a normal display. The “sRGB", "Gamma 2.2" and "Gamma 1.8" are applicable for most displays that either use sRGB or simply apply a gamma of 2.2 or 1.8. To see examples of response curves, go to this link. There is always an option available to you based on the quality of your Render output.
响应曲线
可以从此处选择测得的摄像机响应曲线。 您可以利用渲染输出的许多响应选项,并在Live Viewer中立即查看它们。 实际上,您甚至可能甚至不需要使用第三方合成工具。 Octane还具有响应曲线,可以在正常显示上中性地再现渲染。 “ sRGB”,“ Gamma 2.2”和“ Gamma 1.8”适用于大多数使用sRGB或仅应用2.2或1.8的伽马的显示器。要查看响应曲线的示例,请转到此链接。 根据渲染输出的质量向您提供。
neutral response
If enabled, the camera response curve doesn't tint the render result anymore. But the dark and bright balance of the response curve does not change. Only the tint color will be cancelled if you make it active.
中性反应
如果启用,相机响应曲线将不再着色渲染结果。 但是响应曲线的明暗平衡不会改变。 如果启用,则仅取消色调。
Gamma
This adjusts the gamma of the render and controls the overall brightness of an image. Images which are not properly corrected can look either bleached out, or too dark. Varying the amount of gamma correction changes not only the brightness, but also the ratios of red to green to blue.
伽玛
这将调整渲染的灰度系数并控制图像的整体亮度。 未正确校正的图像可能看起来褪色或太暗。 改变伽玛校正量不仅会改变亮度,还会改变红色,绿色和蓝色的比率。
custom LUT
This allows you to specify any standard or user-defined 3D Lookup Table (.cube file) for Octane to map one color space to another. If this attribute is set, the custom LUT is applied in the order specified through the Order attribute. You can create and use Custom Lut or find them on the web. To get started, go to this site and download the free LUTs. After downloading, Choose the LUT file you want from the File section, you can play with the Strength or change the ordering from the Order section. This is all about how you want a "Grading" and a Final Look.
定制LUT
这使您可以为Octane指定任何标准或用户定义的3D查找表(.cube文件),以将一种颜色空间映射到另一种颜色空间。 如果设置了此属性,则按通过Order属性指定的顺序应用自定义LUT。 您可以创建和使用Custom Lut,也可以在网上找到它们。 首先,请转到该站点并下载免费的LUT。 下载后,从“文件”部分选择所需的LUT文件,您可以使用“强度”或从“顺序”部分更改顺序。 这就是您想要“分级”和最终外观的方式。
white point
Specifies the color used to adjust the tint to produce and simulate the relative temperature cast throughout the image by different light sources. The white point is white by default, acting as a white balance which helps achieve the most accurate colors possible.
白点
指定用于调整色调以产生和模拟不同光源在整个图像上投射的相对温度的颜色。 默认情况下,白点是白色,用作白平衡,有助于获得最准确的颜色。
vignetting
Adjusting this parameter increases the amount of darkening in the corners of the render. Used sparingly, it can greatly increase the realism of the render.
渐晕
调整此参数会增加渲染角中的变暗量。 谨慎使用它可以大大提高渲染的真实感。
Saturation
Adjusts the amount of color saturation of the render.
饱和
调整渲染的颜色饱和度。
Hot Pixel Removal
The Hot Pixel Removal slider is used to remove the bright pixels (fireflies) during the rendering process. While many of the pixels can disappear if the render is allowed to progress, the Hot Pixel Removal feature allows the bright pixels to be removed at a much lower Sample per Pixel. Try not to lower the value too much when using this option because your render may look strange and reduce the quality. Being able to take precautions and optimize on the basis of light and material will be the most sensible solution to avoid hot pixels. You can also get rid of the hot pixel trouble by lowering the "GI Clamp" value (eg 1 or 2) by going to the kernel settings from the octane render settings.
去除热像素
“热像素去除”滑块用于在渲染过程中去除亮像素(萤火虫)。 如果允许进行渲染,虽然许多像素可能会消失,但“热像素去除”功能允许以低得多的“每像素采样数”去除亮像素。 使用此选项时,请尽量不要将值降低太多,因为渲染可能看起来很奇怪并降低了质量。 能够采取预防措施并根据光线和材质进行优化将是避免像素过热的最明智的解决方案。 您也可以通过从Octane渲染设置转到内核设置来降低“ GI Clamp”值(例如1或2),从而消除热像素问题。
Pre-multiplied Alpha
Checking the Pre-multiplied Alpha button multiplies any transparency value of the output pixel by the pixels color.
预乘Alpha
选中“预乘Alpha”按钮会将输出像素的任何透明度值乘以像素颜色。
Disable Partial Alpha
Option to make pixels that are partially transparent (alpha > 0) fully opaque.
禁用部分Alpha
选择使部分透明(alpha> 0)的像素完全不透明。
Dithering
Adds random noise which removes banding in very clean images.
抖动
添加随机噪波,消除非常清晰图像中的条纹。
Saturate To White
When the sun is too bright , it can create multicolored reflections. Increasing this value will change the colors to white. This is also applicable to all sources of light. Fully saturated parts of the render can be pushed towards pure white with this option. This helps avoid large patches of fully saturated colors caused by over-bright light sources such as very bright colored emitters or reflected sunlight off colored surfaces.
饱和至白色
当太阳太亮时,它会产生彩色反射。 增大此值会将颜色更改为白色。 这也适用于所有光源。 使用此选项,可以将渲染的完全饱和部分推向纯白色。 这有助于避免由过亮的光源(例如非常明亮的彩色发射器或有色表面反射的阳光)引起的大块完全饱和的颜色。
Minimum Display Samples
This is minimum amount of samples that is calculated before the image is displayed. This feature can significantly reduce the noise when navigating and is useful for real-time walkthroughs. When using multiple GPUs, it’s recommended to set this value as a multiple of the number of available GPUs for rendering, e.g. if you’re rendering with 4 GPUs, set this value at 4 or 8.
最小展示采样
这是显示图像之前计算的最小采样量。 此功能可以显着降低导航时的噪波,对于实时演练很有用。 当使用多个GPU时,建议将此值设置为可渲染的可用GPU数量的倍数,例如 如果使用4个GPU进行渲染,请将此值设置为4或8。
Maximum Tonemap Interval
Maximum interval between tonemaps in seconds
最大色调映射间隔
音调图之间的最大间隔(以秒为单位)
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