Advanced Rendering Options Rollout Menu
高级渲染控制卷
The parameters and options found in this menu, allow the user to fine tune and optimize material rendering effects to the best possible output while keeping the render times low.
★★★这里的参数和设置,允许用户调节材质效果,以在一定时间内得到尽可能好的渲染输出效果。★★★

Reflections Group of Controls
反射控制
Max Distance - used to limit reflections to a certain distance, which is perfect to speed up rendering by avoiding to shade distant objects
反射最大距离 - 限定反射范围,通过排除此距离外场景的反射计算加速渲染。

Fade to end color - check this option to make the reflections fade to this specified color. By default, reflections fade to the environment color. Setting this color to a specific value comes in handy when rendering interior scenes.
消隐色-勾选后,反射会逐渐消隐为指定色,默认为max环境色(贴图)。
在室内渲染中建议自定义为场景中主色调,以控制效果。

Max Trace Depth - is used as cut off value to define when to stop tracing reflective rays. If this number of bounces is reached the material behaves as if the Highlights+GI Only switch is on, so no more rays will be shot or followed and only the GI result and highlights will be created from this point on.
最大弹射深度次数-当反射的弹射从材质开始,达到所限定的次数之后,材质效果就表现为只有高光和GI开关打开时候的‘简化状态’。将不会有更多射线从这里继续进行采样。

Cutoff Threshold — sets the intensity value at which reflections are no longer traced or used. The higher this value the more reflection rays are not used or followed on.
界定容限
表示不再参与弹射的反射光强度范围。超出这个比例值的反射光将被废止。

Refraction Group of Controls
折射控制
Max Distance - used to limit refraction to a certain distance, which is perfect to speed up rendering by avoiding to shade distant objects
最大距离-把折射限定在一定距离内,通过排除模型限定距离之外的场景折射加速。

Color at Max Distance - When on, the material simulates physically correct absorption. At the distance specified by Max Distance, the refracted image has the color given by Color At Max Distance, but the rays are not limited in reach. At twice the distance, the influence of Color At Max Distance is double, at half the distance half, etc.
最大吸收距离颜色-打开后,材质会以此颜色模拟吸收色,此影响伴随全程。

When off, transparency rays simply fade to black. This is like smoked glass and other highly absorbent materials. Transparency just stops at the specified distance. This has the same performance advantage as using the Max Distance for reflections: Tracing shorter rays is much faster.
关闭时,透过光直接消退为黑色。就如同烟色玻璃或者其它强吸收特性的材质。透明截止于此距离。和折射距离限制相同,也是通过缩短作用距离来加速渲染。

Max Trace Depth - is used as cut off value to define when to stop tracing reflective rays. If this number of bounces is reached the material refracts black

Cutoff Threshold — sets the intensity value at which refractions are no longer traced or used. The higher this value the more reflection rays are not used or followed on.

Advanced Reflectivity Group of Controls
高级反射控制栏
Visible area lights cause no Highlights - check this option to disable the Highlights created by area lights. This option is useful when the “light mesh” is turned on. Usually the reflected mesh of the area light will create the highlight, then.

禁止可见的面光源产生高光-在面光源打开时候很有效控制其产生高光。

Skip reflections on inside (except total internal reflection) - this option is meant as a time saver, as it assumes that inside reflections are usually not that prominent in a rendering. Total internal reflections however, will be still handled physically correct.

禁止内部反射 (除完全纯粹内反射之外)这个设置用于内反射不作为主要效果的场景。纯粹的内反射仍然依照物理规律。

Advanced Transparency Options Group of Controls
高级透明控制栏
The options give you control over some of the deepest details of the Arch & Design material. 这些选项允许你控制材质中最细微的部分。

Glass/Translucency treat objects as… - 玻璃,透明体被视为……
Solid - assumes that the meshes are modeled like volumes (a real thickness) were a ray can enter on one side and exit on the other.
实心固体。
Thin Walled - is used whenever the objects are only one face thick and do not represent a real volume were a ray enters and exits at a certain distance.
薄片……

When Caustics are enabled, transparent objects: -
当焦散被激活,透明物体……
Refract light and generate Caustic effects - use this option to create physically accurate shadow and light effects with transparent objects. The shadow brightness is controlled by the refraction and caustic effect. A good knowledge of caustic effects and rendering with lights is needed to get this effect look accurate.
发生折射,继续计算焦散发生的影响(用于真实物理效果)

Use Transparent Shadows - when checked, caustic light effects are turned off for this material and shadows are rendered in a “normal” fake way where the transparency depends on the color and opacity of the material.
只产生透明光影——不产生焦散,只视为一个有色的透明物体。

Back Face Culling - check this option to render this material as single sided by default finalRender materials are double sided.
忽略去除背部……

Transparency propagates Alpha channel - sets the transparency method to be used for the alpha channel information in the background. When enabled, the alpha information for transparent objects are created properly.
alpha通道vs透明——打开后,透明方式将以材质中alpha通道贴图为基准

Indirect Illumination Options Group of Controls
间接光控制
GI multiplier - sets the strength for the indirect illumination effects in a rendering for this material.
设置间接光线对当前材质的影响程度。


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