Material Shaders - Incandescent

General概要

This material shader has been optimized for simple,『emissive』 meshes that act as Global Illumination lights. It is intended to have a similar look to an area light that has its shape defined by a mesh, the difference being that this will only contribute to Global Illumination, since it doesn』t perform any actual direct lighting.

這一材質節點用於將自發光物體轉化為簡單的Global Illumination 光源。他與由物體形狀定義的面積光源相似,不同之處在於這一材質不執行任何真正的直接照明,只執行GI.

Shader Options Illumination 著色器選項 Illumination照明

Color顏色

This describes the color of the 『light』.描述這個光源的顏色

Temperature色溫

This describes the light temperature in Kelvin, as a black body radiator. We cover the range 1667K to 25000K, with lower values yielding colors towards the red end of the

spectrum and higher values yielding blue. The default is 6500K, which is the CIE standard 『white point』 temperature.

作為一個黑體輻射器,描述燈光開氏溫度。覆蓋範圍1667K到25000K,值越低產生的顏色越靠向光譜的紅端,值越高,產生的顏色越靠向光譜的藍端。默認值是6500K,這是CIE白游標准。

Mode形式

This determines the color mode, which can be:決定色彩形式,也就是:

  • Color - use the 『Color』 parameter.

Color用Color參數

  • Temperature - derive the color from the 『Temperature』parameter.

Temperature-從Temperature參數衍生出顏色

Intensity Multiplier強度倍數器

This is a color multiplier, to increase or decrease the intensity of the light. Setting this

to 0.0 effective disables the light, making it black.

顏色倍數器,可以放大或減弱燈光強度.設置為0時取消光源效果,物體成為黑色.

Double-Sided雙面

When this is not checked, the back-side of 2-D meshes will appear black, so as not to

contribute to Global Illumination. The back-side is determined by the surface normals of the meshes.

如果勾選,而為無厚度的面的背面將是黑的,不再為全局照明提供能量.面的正反由表面的法線決定 .

Apply Camera Exposure Compensation 使用相機曝光補償

Enabling this will allow the material to appear to be a constant color, regardless of

camera exposure.

啟用後,將忽略相機曝光,使材料呈現常量色彩.

Affect Emission AOV

Enables Emission AOV output, ideally for when this node is used as a simple material.

啟用Emission AOV輸出,理想情況下用於將此節點用作簡單材質。

Alpha Mode

This determines how the alpha value is used:

  • Replace – (this is legacy) sets the alpha value on output, without making the material transparent
  • 替換 - (這是遺留的)設置輸出的alpha值,而不使材料透明
  • Ray-Traced Opacity – the alpha value describes opacity, which can be used to make the material transparent
  • 光線追蹤不透明度 - alpha值描述不透明度,可用於使材料透明.

Alpha透明度

This is the alpha value that will be output, or the opacity

表示輸出的透明度

Ray Type Intensity Multipliers光線類型強度倍數器

Reflection反射

This controls how intense you want the light to be when seen through reflections.

控制在反射採樣時的光線強度.

Refraction折射

This controls how intense you want the light to be when seen through

refractions/transparencies.

控制在折射/透明採樣時光線強度

GI全局照明

This controls how intense you want the light to be when calculating Global Illumination.

控制計算全局照明採樣時的光澤強度.

Here is a simple scene, demonstrating this; our『emissive』 mesh is a cyan torus with an intensity of 4.0 and all other settings to default. A chrome sphere sits in the middle of it, reflecting an HDR environment map, the ground and the emissive torus. No direct lights are present.

如下以一個簡單的場景作為展示;自發光物體是一個青色的環,強度設置為4.0,其餘參數為默認設置。中間有一顆鉻球,反射HDR環境貼圖、地面以及發光環。無直接照明。

In the following example we renderwithout Global Illumination enabled. There is no diffuse light, only reflections.

下面的例子中,我們未啟用啟用全局照明。進行渲染。只有反射,沒有漫反射。

Now we have enabled Global Illumination and you can clearly see the diffuse glow of the cyan torus and how it affects its environment.

現在我們開啟全局照明,你可以清楚的看到青色的光芒漫反射環和它對環境的影響。

Now we have set the "Reflection Intensity" to 0.0 for the torus, to demonstrate the effect on reflections. See how it appears black in the chrome sphere now?

下面的例子是同一場景,只是我們把圓環的反射強度設置為0.0來展示反射效果。鉻球中圓環的反射變黑。


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