世界设置

世界环境可以提供纯色或任意纹理的照明。

In EEVEE, the world lighting contribution is stored into an internal Light Probe. This makes the lighting less precise than Cycles.

雾场通道

参考

面板:

世界环境 ‣ 雾场通过

Note

必须先在 属性编辑器 的 “查看图层” 选项卡中启用雾化通道,然后才能在 “世界” 选项卡中使用以下设置。

雾场可以极大地增强渲染中的深度感。创建雾场后,Blender会生成深度范围在0.0到1.0之间的渲染层,可在合成器中使用该渲染层来生成雾效果。

起始

与摄像机之间的距离,雾气开始消失。

深度

雾气从 起点 开始的距离,它逐渐消失。离相机比 起点+深度 更远的物体会被雾气完全隐藏。

衰减

控制雾气的强度越来越远的变化率的曲线函数。

  • 二次方:

    使用与光衰减相同的计算 (\(1\over{x^2}\)) 并提供从透明(0.0)到不透明(1.0)的最平滑过渡。

    线性:

    开始陡峭的比二次方 (\(1\over{x}\))。

    反向二次型:

    具有最陡峭的开始 (\(1\over{\sqrt{x}}\)) 并且比其他两个函数接近1.0。

Tip

可以在 摄像机 ‣ 视图显示 实现可视化。

../../_images/render_cycles_world-settings_mist-example1-BI.jpg

雾示例(blend文件)。

设置

参考

面板:

世界环境 ‣ 光照探头

光照探头

分辨率

The resolution used to store the light from the world. This is equivalent to the resolution for light probe spheres.

See also

光照探头球体

日光

EEVEE can separate the light from intense light sources (e.g. a sun from an outdoor HDRI) and replace them with a sun light. This increases the quality of the lighting as the internal light probes alone cannot reproduce this type of lighting with enough precision.

阈值

If non-zero, the maximum value for world contribution that will be recorded inside the world light probe. The excess contribution is converted to a sun light. This reduces the light bleeding caused by very bright light sources. A value of zero will disable this feature and all lighting will be stored inside the internal light probes.

角度

Angular diameter of the extracted sun light as seen from the Earth.

使用阴影

Enable shadow casting on the extracted sun light.

See also

The shadow properties control the extracted sun shadows. They are exactly the same as for a sun light object. Light Properties.