Blender v4.0 Manual
degrees And a table of typical Strength values for sun lights: World Environment Lighting with an HDR image. The world defines the environment that the scene is in. The surface shader sets the background and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR’s are assumed to be an infinite distance from the camera. Properties Target Projection from an orthographic photo or mirror ball. Outputs Color RGB color from the image. Examples HDR image from OpenFootage.net. Gradient Texture Node The Gradient Texture node generates interpolated0 码力 | 5195 页 | 301.54 MB | 1 年前3Blender v4.0 参考手册(繁体中文版)
degrees And a table of typical Strength values for sun lights: World Environment Lighting with an HDR image. The world defines the environment that the scene is in. The surface shader sets the background and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR's are assumed to be an infinite distance from the camera. 屬性 Target Render engine Ball: Projection from an orthographic photo or mirror ball. 輸出 ⾊彩 RGB color from the image. 範例 HDR image from OpenFootage.net. Gradient Texture Node The Gradient Texture node generates interpolated0 码力 | 5220 页 | 303.08 MB | 1 年前3Blender v4.1 Manual
differences. View Source View Translation Report issue on this page World Environment Lighting with an HDR image. The world defines the environment that the scene is in. The surface shader sets the background and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR’s are assumed to be an infinite distance from the camera. Properties Target Projection from an orthographic photo or mirror ball. Outputs Color RGB color from the image. Examples HDR image from OpenFootage.net. View Source View Translation Report issue on this page Gradient Texture0 码力 | 6263 页 | 303.71 MB | 1 年前3Blender v4.2.0 参考手册
⾯光,矩形 5000流明汽车前⼤灯 22 W 聚光,尺⼨ 125 度 以及太阳光源的典型强度值表: 太阳类型 强度 㬫 1000 ⽡/平⽅⽶ 多云的天空 500 ⽡/平⽅⽶ 世界环境 使⽤ HDR 图像进⾏照明。 世界定义场景的环境。表⾯着⾊器将背景和环境照明设置为固定颜 ⾊、天空模型或 HDRI 纹理。使⽤体积着⾊器,可以使整个场景覆盖 在薄雾或其他体积效果中。 曲⾯ 参考 ⾯板: 输⼊ 曲⾯ 环境的外观,通常在 背景 着⾊器前。 体积/⾳量 ⽤于向世界添加体积效果。请参阅 体积吸收 着⾊器和 体积散射 着⾊器,以了解更多信息。 Note 由于假设HDR与相机⽆限远,因此不可能具有HDR体积。 属性 ⽬标 输⼊着⾊器所使⽤的渲染引擎。默认情况下,着⾊器在 Cycles 和 EEVEE 之间共享,如果有多个输出节点,可以为每个节点创建专 门的着⾊器设置。 输出 允许使⽤不同类型的环境贴图。⽀持以下⽅式: 等距圆柱(ERP): 等距圆柱投影。 镜像球: 使⽤正交照⽚或镜像球投射。 输出 颜⾊ 图像的RGB颜⾊。 ⽰例 来⾃ OpenFootage.net 的 HDR 图像。 查看源 查看译⽂ 报告本页⾯的问题 渐变纹理 渐变纹理 节点根据输⼊向量的值来⽣成颜⾊和强度插值。 输⼊ ⽮量 ⽤于采样纹理的纹理坐标;如果接⼜未连接,则默认使⽤“⽣ 成”纹理坐标。0 码力 | 9945 页 | 286.32 MB | 1 年前3Blender v2.92 参考手册(繁体中文版)
darkest. Thus you might want to manually compensate for these perceived differences. Lighting with an HDR image. Panel: Panel: World Environment The world defines the environment that the scene is in. Absorption and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR's are assumed to be an infinite distance from the camera. 屬性 Target Render engine photo. Projection from an orthographic photo or mirror ball. 輸出 ⾊彩 RGB color from the image. 範例 HDR image from OpenFootage.net. Gradient Texture Node. Linear: Quadratic: Easing: Diagonal: Spherical:0 码力 | 3966 页 | 203.00 MB | 1 年前3Blender v2.93 Manual
darkest. Thus you might want to manually compensate for these perceived differences. Lighting with an HDR image. Panel: Panel: World Environment The world defines the environment that the scene is in. Absorption and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR’s are assumed to be an infinite distance from the camera. Properties Target Projection from an orthographic photo or mirror ball. Outputs Color RGB color from the image. Examples HDR image from OpenFootage.net. Gradient Texture Node. Linear: Quadratic: Easing: Diagonal: Spherical:0 码力 | 3962 页 | 201.40 MB | 1 年前3Blender v2.92 参考手册(繁体中文版)
darkest. Thus you might want to manually compensate for these perceived differences. Lighting with an HDR image. Panel: Panel: World Environment The world defines the environment that the scene is in. Absorption and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR's are assumed to be an infinite distance from the camera. Properties Target Projection from an orthographic photo or mirror ball. Outputs Color RGB color from the image. Examples HDR image from OpenFootage.net. Gradient Texture Node. Gradient Texture Node The Gradient Texture node0 码力 | 3868 页 | 198.83 MB | 1 年前3Blender v2.92 Manual
darkest. Thus you might want to manually compensate for these perceived differences. Lighting with an HDR image. Panel: Panel: World Environment The world defines the environment that the scene is in. Absorption and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR’s are assumed to be an infinite distance from the camera. Properties Target Projection from an orthographic photo or mirror ball. Outputs Color RGB color from the image. Examples HDR image from OpenFootage.net. Gradient Texture Node. Gradient Texture Node The Gradient Texture node0 码力 | 3868 页 | 198.46 MB | 1 年前3Blender v4.0 参考手册(简体中文版)
要获得逼真的结果,请记住还要将光照⼤⼩和颜⾊设置为逼真的值。灯光的颜⾊也会影响它们在 ⼈类视觉系统中的亮度。如果保持功率不变,绿光将看起来最亮,红⾊更暗,蓝⾊最暗。因此, 您可能希望⼿动补偿这些感知到的差异。 世界环境 使⽤ HDR 图像进⾏照明。 世界定义场景的环境。表⾯着⾊器将背景和环境照明设置为固定颜⾊、天空模 型或 HDRI 纹理。使⽤体积着⾊器,可以使整个场景覆盖在薄雾或其他体积效 果中。 曲⾯ 参考 ⾯板: 输⼊ 曲⾯ 环境的外观,通常在 背景 着⾊器前。 体积/⾳量 ⽤于向世界添加体积效果。请参阅s 体积吸收 着⾊器和 体积散射 着⾊ 器,以了解更多信息。 Note 由于假设HDR与相机⽆限远,因此不可能具有HDR体积。 属性 Target ⽬标 输⼊着⾊器所使⽤的渲染引擎。默认情况下,着⾊器在 Cycles 和 EEVEE 之间共享,如果有多个输出节点,可以为每个节点创建专门的着⾊器设 允许使⽤不同类型的环境贴图。⽀持以下⽅式: 等距圆柱(ERP): 等距圆柱投影。 镜像球: 使⽤正交照⽚或镜像球投射。 输出 颜⾊ 图像的RGB颜⾊。 ⽰例 来⾃ OpenFootage.net 的 HDR 图像。 渐变纹理 渐变纹理 节点根据输⼊向量的值来⽣成颜⾊和强度插值。 输⼊ ⽮量 ⽤于采样纹理的纹理坐标;如果接⼜未连接,则默认使⽤“⽣成”纹理坐 标。 属性 类型 控制⽣成的渐变类型。0 码力 | 5352 页 | 306.21 MB | 1 年前3Blender v3.0 Manual
darkest. Thus you might want to manually compensate for these perceived differences. Lighting with an HDR image. Panel: Panel: World Environment The world defines the environment that the scene is in. Absorption and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR’s are assumed to be an infinite distance from the camera. Properties Target Projection from an orthographic photo or mirror ball. Outputs Color RGB color from the image. Examples HDR image from OpenFootage.net. Gradient Texture Node. Linear: Quadratic: Easing: Diagonal: Spherical:0 码力 | 4209 页 | 225.45 MB | 1 年前3
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