Ray Switch 光线转换
Introduction
引言
Sometimes you might want your material to shade differently when intersected by specific ray types, or whether it is seen front-facing or back-facing. Differentiating between front and back faces is important for representing very thin 'double sided' materials such as paper, or decals on glass, without having to model the actual thickness with different materials for each side.
有时候你可能希望你的材料在与特定的光线类型交叉的时候有不同的阴影,或者你是否可以看到正面或背面。正面和背面的区分对于表现非常薄的双面材料如纸或玻璃贴花很重要,而不需要用不同的材料为每一面建立实际的厚度模型。
Enabling different shading for specific ray types can be useful for special effects such as boosting GI color bleeding, reducing rough reflection noise, or simply hand optimizing the material by reducing its shader graph complexity for specific ray types.
为特定的光线类型启用不同的阴影可以有用的特殊效果,如增强 GI 的颜色流血,减少粗糙的反射噪声,或简单的手工优化材质,减少其着色器图形复杂性为特定的光线类型。
Redshift distinguishes between rays of the following types:
红移区分下列类型的光线:
- Camera (i.e. primary rays) 照相机(即主光线)
- Reflection 反思
- Refraction/Transparency 折射/透明度
- GI 胃肠道
This shader node can be placed anywhere in the shader graph for a material at no extra cost.
这个着色器节点可以放置在材质着色器图中的任何位置,不需要额外的成本。
Camera
相机
This controls the basic properties of the shader. By default all ray types will just use the colors specified in the 'Camera' section, unless the specific ray type is enabled.
这控制着色器的基本属性。默认情况下,所有的射线类型将只使用“ Camera”部分中指定的颜色,除非启用了特定的射线类型。
Enable Front/Back
启用前/后
This enables separate front/back face shading for camera primary rays.
这样可以为相机的主光线提供单独的前后面着色。
Color
颜色
This is the default color as seen by camera primary rays, or when front-facing.
这是默认的颜色,由相机主光线看到,或当面向前。
Back-Face Color
背面颜色
This is the color as seen by camera primary rays when back-facing.
这是照相机主光线在背面时所看到的颜色。
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Face normals for Ray Switch examples 射线开关例子的面法线 |
Camera Front Color: Grey 照相机前端颜色: 灰色 Camera Back Color: Disabled 相机背景颜色: 禁用 |
Grey 灰色 Red 红色 |
Reflection / Refraction / GI
反射/折射/GI
Enable
启用
This enables the ray switch type color.
这样就可以实现光线开关类型的颜色。
Enable Front/Back
启用前/后
This enables separate front/back face shading for ray type.
这样可以为光线类型提供单独的前后面阴影。
Color
颜色
This is the default color as seen by the ray type, or when front-facing.
这是默认的颜色,由射线类型看到,或当面向前。
Back-face color
背面颜色
This is the color as seen by the ray type when back-facing.
这是当背面时光线类型所看到的颜色。
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Reflection Front Color: Disabled 反射前面颜色: 禁用 Reflection Back Color: Disabled 反射背景颜色: 禁用 |
Red 红色 Disabled 残疾人士 |
Red 红色 Blue 蓝色 |
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Refraction Front Color: Disabled 折射前面颜色: 禁用 Refraction Back Color: Disabled 折射背景颜色: 禁用 |
Green 绿色 Disabled 残疾人士 |
Green 绿色 Yellow 黄色 |
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GI Front Color: Disabled 前面颜色: 禁用 GI Back Color: Disabled 背景颜色: 禁用 |
Green 绿色 Disabled 残疾人士 |
Green 绿色 Pink 粉红色 |
Ray Switch Example
射线开关的例子
The following scene demonstrates a GI ray switch (left sphere), Reflection ray switch (middle sphere) and Camera Front/Back (right single-sided plane). A mirror has been placed in the scene to show this in action.
下面的场景演示了 GI 射线开关(左侧球面)、反射射线开关(中间球面)和 Camera Front/Back (右侧单面平面)。在场景中放置了一面镜子来展示这个动作。
You can clearly see a different GI color (green) on the left sphere. In the mirror reflection you can see we are using a different texture for the middle sphere material when reflected. The front side of the right plane is blue and glossy, with the back side orange, which can be clearly seen in the reflection and GI.
你可以清楚地看到左边球体上不同的 GI 颜色(绿色)。在镜子反射中你可以看到我们使用了不同的纹理为中间的球体材料时反射。右侧平面的正面是蓝色和光滑的,背面是橙色,这可以在反射和 GI 中清楚地看到。
The shader graph for the left sphere, with a green GI ray switch.
左边球体的着色图,有一个绿色 GI 射线开关。
The shader graph for the middle sphere with a texture reflection ray switch.
带有纹理反射射线开关的中间球体的着色图。
The shader graph for the right plane with back-face camera ray switch.
带背面摄像机光线切换的右平面着色图。
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