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C4d: Videosmile: Super Cinema 4D
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Описание:
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Автор:
Folder2009
Создан:
17 февраля 2021 в 11:25 (текущая версия от 28 февраля 2021 в 21:29)
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Тип словаря:
Фразы
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Информация:
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Содержание:
1 5. Light and Shadow
2 5.1 All sources of light in one cell
3 5.2 Any type of light can be changed into another one:
4 General > Type
5 5.3 Settings Render (Ctrl+B) > Options > Untick Default Light
6 5.3.1 Because of that i often saw darkness in Render
7 5.4 General -- it's the main tab among other ones
8 5.4.1 Intensity: it can be either higher 100% or lower 0%. Sometimes it helps
9 5.4.1.1 When it's lower 0%, it takes light from other sources, like Black Hole
10 5.4.2 Shadow: None (default);
11 Shadow Maps (soft);
12 Raytraced (hard);
13 Area
14 it's sequence due to the easiest Render to the most difficult (Area)
15 5.4.2.1 Viewport > Option > Shadows: Switch on Shadow without Render. It must be ticked Enhanced OpenGL
16 5.4.3 No illumination (tick and untick)
17 it switches off light at all, even in Render, provided that Default light is untick;
18 it's useful when one's want to throw it from C4d into AfterEffects, because lights can be convenient as coordinates in space.
19 5.4.4 Ambient Illumination (tick and untick)
20 light starts shining from all sides. it's very useful
21 5.4.5 Diffuse (tick and untick)
22 for usual lighting without reflections
23 5.4.6 Specular (tick and untick)
24 it's with reflections
25 5.4.7 Show illumination (tick and untick)
26 hides paths of frames and falloff, very useful
27 it can be done with Viewport > Filter > Light (here everything)
28 5.4.8 Export to Compositing
29 it lets one's give coordinates to other programmes (after effects)
30 5.5 Light Object > Shadow
31 5.5.1 We can change type of shadow either in Light Object > Shadow > Shadow or in Light Object > General > Shadow
32 5.5.2 Density: we can increase or decrease changing transparency and even contrast
33 5.5.3 Color: changing color of shadow
34 5.5.4 Tick Transparency: for correct displaying shadow from transparent objects
35 5.5.5 Shadow Map Soft
36 5.5.5.1 Shadow Map Soft > Shadow Map: 250x250 (the more the better, because there can be artefacts in shadows)
37 5.5.5.2 Sample Radius (from 1 to 20, standard 3): for blurring edges of shadow
38 5.5.5 Outline Shadow (tick, untick): if it needs for viewing in render only edges of shadow
39 5.5.6 Area
40 5.5.6.1 Accuracy: 75%
41 5.5.6.2 Minimum samples: 8 -- for those places where minimum influence shadow on environment
42 5.5.6.3 Maximum samples: 100 -- for those places where the most problem places (border between light and shadow; more contrast shadow, etc.)
43 5.5.6.4 These settings only for Standard Render
44 5.5.6.5 For Physical Render settings in:
45 Ctrl+B > Physical > Physical > Shadow Subdivision (Max)
46 5.6. Difference between Standard and Physical Render
47 5.6.1 Physical Render lets you render Deep of Sharpness; Motion Blur, Chromatic Abberations
48 5.6.2 Standard Render can give Sketching
49 5.7. Light Object > Details
50 5.7.1 Contrast (very useful parametre): it sets sharpen or blurring border between light and shadow on the object.
51 5.7.1.1 Contrast can be very high and below 0
52 5.7.2 When Type Area, we can regular size of shadow with Size X and Size Y
53 5.7.3 Falloff: it's better always use
54 5.7.3.1 Invers square (Physical accurate) -- the most popular radius of falloff
55 5.7.3.2 Linear -- it's a falloof near to the border
56 Here can be set Inner Radius
57 5.7.3.3 Step -- contrast border between light and shadow
58 5.7.3.4 Invers square clamped -- like invers square (physical accurate), but bright spot dissapears
59 5.7.4.1 When regular Details > Radius Decay: i should regular General > Intensity because the higher Radius Decay the more intensity (overlighting)
60 5.7.5 Use Gradient (tick and untick): it lets to make gradient in render of falloff
61 5.7.6 Z Direction only (tick and untick): it lets one's make only half falloff accordint to axis Z
62 5.8 Light object > General > Type.
63 5.8.1 Type > Spot
64 5.8.1.2 often use with target:
65 a) tag Target on Spot;
66 b) Separately creating Null called Light Target
67 c) properties tag Target > Target Objects > Null Light Target
68 d) Null Target into needed motion Object
69 5.8.2 Type > Target Light: it's like previous but much better (use only this)
70 5.8.3 Type > Infinite Light
71 a) it's like a source of light is from the sun
72 b) it depends only on Z-axis
73 c) important property is Rotation
74 d) it doesn't depend on position of infinite light
75 e) if one needs to blur shadow: Details > Infinite Angle (only with
76 Shadow: Area)
77 5.8.4 Type > Area
78 a) type > area + shadow > area -- most qualitative
79 5.8.4.1 Type > Area > Details
80 a) Outer Radius: change the size of Area Shape
81 b) Aspect Ration: change proportion Size Y/Size X
82 c) Area Shape: different forms of a source of light
83 d) Show in Render: See a source of light in Render
84 e) Show as solid in Viewport: See a source of light in Viewport
85 f) Falloff Angle (default 180): change an angle of lighting (only shows in Render)
86 g) Samples: minimum 16, maximum 1000. the more the better,
87 but it take more time;
88 Area -- is lots of omni;
89 for avoiding artefacts
90 h) Add Grain (Slow): helps avoiding artefacts too
91 i) we can use any Converted Object as a source of light:
92 Area Shape: Object;
93 Object: needed aim;
94 Tick Show in Render (for imaging in Render);
95 For correct imaging in Viewport: coordinates of a source of
96 light into converted needed Object and better to make a
97 daughter
98 5.8.5 Type > Square Spot
99 a) similar to Spot Light (pyramid against circle forms)
100 5.8.6 Type > Parallel
101 a) similar to Infinite Light
102 b) in Render Shadow is blur
103 5.8.7 Type > Parallel Spot
104 a) it's like a bundle of light from infinite distance
105 5.8.8 Type > Square Parallel Spot
106 a) like Square Spot, but from infinite distance
107 5.8.9 IES
108 a) it looks at Z-axis
109 b) it takes data from special files .ies
110 c) it's universal format which can go from one programme to other.
111 5.8.9.1 IES > Photometric
112 a) Tick Photometric Intensity
113 b) Intensity
114 c) Units: Candela (cd) default or Lumen (lm)
115 5.8.9.1.1 Photometric Data
116 a) we can take other data from Content Browser
117 b) those data give differen direction and intensity
118 c) chosen file IES in Content Browser transmit into Phtometric > Filename
119 d) we can see preview in chosen file (twice press)
120 5.9 Light > General > Visible Light
121 a) Visible: it lets to see a source of light in Render
122 b) Volumetric: the most realistic visible a source of light due to better disperse
123 c) Inverse Volumetric: vice verca of Volumetric
124 5.10 Light > Visibility
125 a) Inner Radius shows inner visibility in Render a source of light
126 b) Outer Radius
127 c) if definition of Inner Radius gets nearer to Outer Radius, a source of light will be more contrast in Render
128 d) there must be General > Visible Light > Visible
129 e) Tick Use Gradient
130 d) Color, on black Arrow where we can load preset
131 6. Materials and textures

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