fR建筑材质-Fast Glossy Interpolation
Posted on 09月 29th, 2007 in finalRender 帮助 教程 范例 |
Fast Glossy Interpolation
快速光滑差值计算
Interpolation grid density - lets you define the density of original shading points taken to calculate the glossy effect. A value of 1/5th means a less detailed blur and 2x means more detailed.
差值平均密度 -定义差值运算的密度。密度低速度快,2X意味着使用了高于实际密度的采样。
Reflective interpolation
反射部分
Neighbouring Points to Look up - defines the amount of original shading points to use for interpolating the blurry effect.
临近点参考,定义反射模糊效果中使用的临近点的数量。
High Detail Distance - when checked, it allows you to control where to use the fast blurry interpolation and where to use brute force blurry calculations. The distance value is set in real world units. As interpolation always brings the danger of artifacts, additional functions are added to finalRender to help in preventing unwanted side effects. Check out the samples below that show the artifacts that can show up when the Fast Interpolation function is used without the High Details Distance function. As you can see in the samples below, nearby objects (the contact region on the floor) are much cleaner than without the function.
高细节侦测-勾选后,可控制在一定范围内使用有益于细节的运算方式,避免由于过度优化而产生的一些不良的副作用。采用真实尺寸的距离值。如图例,采用此选项后,避免了一些错误。(在保证速度的基础上)
Single Sample from Environment - check this option to avoid shooting multiple rays to sample the environment to create a blurry rendering effect. It is a good idea to blur the environment map to simulate the blurriness of a reflection.
单独环境样本-勾选后将避免多光线从环境采样。它采用模糊环境的方式来模拟反射模糊。
Refractive Interpolation
折射差值
Neighbouring Points to look up - defines the amount of original shading points to use for interpolating the blurry effect.
临近点参考,定义模糊折射效果中使用的临近点的数量。

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