Mesh Lights 网眼灯

 

Introduction

引言

Area lights in Redshift can have a predefined shape (such as rectangle, disc, cylinder or sphere) or can have their shape defined by a user-specified mesh, in which case the light is referred to as a "mesh light".

红移中的区域灯可以有一个预定义的形状(如矩形、圆盘、圆柱或球体) ,也可以由用户指定的网格来定义它们的形状,在这种情况下,这种灯被称为”网格灯”。

Mesh lights can reproduce lighting emitted from complex shapes like a neon sign. While a similar result can be achieved with a combination of incandescent geometry and GI, that can be considerably noisier than mesh lights.

C4D周练作业-Mesh Lights RS网格灯—RS灯光内容—Redshift红移中文帮助文档手册-苦七君

网状灯能够重现复杂形状发出的光线,比如霓虹灯。虽然相似的结果可以实现与白炽几何和 GI 的组合,这可以大大比噪音比网格灯。

Using mesh lights instead of incandescent geometry can produce less noise, especially on places that are far from the light.

使用网状灯而不是白炽灯的几何形状可以产生较少的噪音,特别是在远离光源的地方。

In certain cases, mesh lights can also help optimize rendering times by facilitating the combination of multiple simple lights into fewer mesh lights.

在某些情况下,网格灯也可以帮助优化渲染时间,通过促进组合多个简单的灯变成更少的网格灯。

C4D周练作业-Mesh Lights RS网格灯—RS灯光内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Mesh Lights RS网格灯—RS灯光内容—Redshift红移中文帮助文档手册-苦七君

Scene with 64 rectangular area lights. Rendered in 11 seconds

场景中有64个矩形区域的灯光,渲染时间为11秒

Scene with a single mesh light containing 64 quads. Rendered in 2.8 seconds

场景有一个单一的网格光包含64个四边形,渲染时间为2.8秒

How To Use

如何使用

Texturing

纹理

Just like any area light in Redshift, mesh lights can be textured.

就像 Redshift 的任何区域光源一样,网状光源可以进行纹理处理。

To texture a mesh light, you'll need to ensure that the referenced mesh contains a UV coordinate set.

要对网格光进行纹理处理,您需要确保所引用的网格包含一个 UV 坐标集。

You can then texture your mesh light just like you'd texture any other area light: by connecting a texture to the light's "Color" parameter.

然后你可以像纹理任何其他区域的光线一样纹理你的网格光线: 通过连接纹理到光线的“颜色”参数。

C4D周练作业-Mesh Lights RS网格灯—RS灯光内容—Redshift红移中文帮助文档手册-苦七君

Texturing a mesh light using a simple checkerboard pattern

使用一个简单的棋盘格纹理网格光

Noise

噪音

Typically, noise originating from a mesh light can be reduced or eliminated by increasing the samples of the light itself. However, for mesh lights to be effective, GI has to also be enabled in the scene and must be using enough samples. Similarly, if the mesh light can be seen through low-gloss reflections or refractions, then the reflection/refraction samples of the material itself might have to be increased.

通常,来自网状光源的噪声可以通过增加光源本身的采样来减少或消除。然而,为了网格灯是有效的,GI 也必须在现场启用,必须使用足够的样本。类似地,如果网状光线可以通过低光泽的反射或折射来观察,那么材料本身的反射/折射样品可能需要增加。

Please note that this is a special requirement for mesh lights and is not the case with other light types!

请注意,这是一个网格灯的特殊要求,而不是与其他光类型的情况!

For non-mesh-lights, GI doesn't have to be enabled and the number of samples of GI or material reflection/refraction doesn't affect the noise produced by the light!

对于非网格光,GI 不必启用,并且 GI 或材料反射/折射的采样数量不会影响光产生的噪声!

The images below show the type of artifacts that can be seen when GI is disabled.

下面的图像显示了当 GI 被禁用时可以看到的工件类型。

C4D周练作业-Mesh Lights RS网格灯—RS灯光内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Mesh Lights RS网格灯—RS灯光内容—Redshift红移中文帮助文档手册-苦七君

GI disabled. Even though the mesh light is using enough samples, there is still noise and some missing lighting around the hoofs

胃肠道功能障碍。即使网格光使用了足够的样本,仍然有噪音和一些缺失的照明周围的蹄

With brute-force GI enabled, the artifacts around the hoofs are gone

如果启用了蛮力 GI,马蹄周围的工件就消失了

Using Mesh Lights To Optimize Many-Light Situations 使用网格灯优化多光源情况

As shown above, if your scene contains many simple lights, you can use mesh lights to optimize your rendering times. Most renderers can render faster when there are fewer lights in the scene and Redshift is no exception!

如上所示,如果你的场景包含许多简单的灯光,你可以使用网格灯光来优化你的渲染时间。大多数渲染器可以渲染速度更快时,有较少的灯光在场景和红移也不例外!

Please note, though, that this type of trick can't always be used. If the grouped lights are far away from each other or blocked from each other (because they are, say, in different rooms), then this kind of grouping can introduce significant noise!
Ideally, you should try to group lights that are close to each other. Office lighting (i.e. a grid of overhead panels) or a grid of LED lights are the ideal situations for this type of optimization.

但是请注意,这种类型的技巧不能总是使用。如果分组的灯光彼此相距很远,或者彼此之间相隔很远(因为它们在不同的房间里) ,那么这种分组会引起很大的噪音!理想情况下,你应该尝试将相互靠近的灯光分组。办公室照明(即架空面板的网格)或 LED 灯的网格是这种类型的优化的理想情况。

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