beauty passes
Beauty Passes provide a rendered view of different aspects lighting the scene such as shadows, highlights, reflections, illumination, and color. Beauty passes are rendered together with the main beauty pass. Each one of these requires its own frame buffer that needs to be stored in addition to the main frame buffer.
完美通道
完美通道提供了照明场景的不同方面的渲染视图,例如阴影,高光,反射,照明和颜色。 完美通道与主要完美通道一起呈现。 其中的每一个都需要其自己的帧缓冲区,除了主帧缓冲区外,还需要存储该帧缓冲区。
INformatION regardIng to some of the passes
You can choose the pass type from the Beauty Pass menu. Do not check all of them because both the waste of time and the size of the project. In addition, since Octane renders each pass individually, it will be the most efficient way to select the right pass you need.
关于一些通道的信息
您可以从“完美通道”菜单中选择通行类型。 请勿检查所有项目,因为这既浪费时间,又浪费项目的规模。 此外,由于Octane会分别渲染每个通道,因此这是选择所需正确通道的最有效方法。
RAW
Raw rendering allows more control over the final look in post-production. If you check the Raw button, you will get the image similar to beauty render. Since you specify the render output format from the file and format field most of the time, you can turn this option off.
RAW
原始渲染使您可以更好地控制后期制作中的最终外观。 如果选中“原始”按钮,则将获得类似于“完美渲染”的图像。 由于大多数时候都是从文件和格式字段中指定渲染输出格式,因此可以关闭此选项。
Shadow Pass
This pass contains all direct light shadows that are calculated on the first path bounce. The pass includes sun light provided by the Octane Daylight Environment. The Shadow pass excludes the sky light (a.k.a Octane Sun+Sky environment) or texture environment if the texture environment does not consist of an image. If the environment contains a sky light or texture environment that is contributed by an image texture, the pass takes the value in the Environment's Importance Sampling attribute into account. Make sure to enable Importance Sampling in the Environment to include the sky light or texture environment in the Shadow pass. You can go to this and this section for "Importance Sampling" explanations.
阴影通道
此通道包含在第一个路径反弹时计算的所有直接光影。 该通道包括由Octane日光环境提供的阳光。 如果纹理环境不包含图像,则阴影通道会排除天光(也就是Octane Sun + Sky环境)或纹理环境。 如果环境包含由图像纹理构成的天光或纹理环境,则该过程将考虑“环境的重要性采样”属性中的值。 确保启用“环境中的重要性采样”以在“阴影”通道中包括天光或纹理环境。 您可以转到本节和本节以获取“重要抽样”说明。
NOISE Pass
This pass is used to observe the rendering progress through the noise estimate value when Adaptive Sampling is used with the Path Tracing or Direct Light Kernels. A pixel is treated as "noisy" if the noise level is higher than the given threshold. When the noise estimate for a pixel becomes less than the given noise threshold, the value is a green color which also switches off sampling for that pixel and tells the rendering process to concentrate on other areas. This pass shows which pixels have noise lowered down to the specified noise threshold as the rendering progresses. You can go to here for detailed explanation.
噪波通道
当``自适应采样''与``路径跟踪''或``直接光核''一起使用时,此遍可用于通过噪波估计值观察渲染进度。 如果噪波水平高于给定的阈值,则将像素视为“有噪波”。 当像素的噪波估计值变得小于给定的噪波阈值时,该值为绿色,该颜色还会关闭该像素的采样并告诉渲染过程将精力集中在其他区域。 此过程显示随着渲染的进行,哪些像素的噪波降低到了指定的噪波阈值。 您可以转到此处进行详细说明。
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