关键词不能为空

当前您在: 主页 > 英语 >

Blender 灯光和渲染基础(第四章)

作者:高考题库网
来源:https://www.bjmy2z.cn/gaokao
2021-02-13 19:45
tags:

-

2021年2月13日发(作者:satellite)



翻译



Outdoor Lighting: Setting Up Our Scene


室外光源:



Lighting techniques are highly dependent on the location of the scene at hand. The approaches to


lighting an outdoor scene are radically different from the techniques used to light an indoor scene.


Knowing these differences and when to use each is important when aiming for a believable result.


We will take a look at:


灯光技术高度取决于在场景的位置。


室外灯 光和室内灯光的处理技术是完全不同的。


知道这


些不同是很重要 的对于我们创建一个真实可信的渲染结果。接下来我们将看看以下内容:



?




Establishing a workflow







确定工作流程



?




Things to consider when lighting a scene







照亮一个场景应该考虑的事情



?




Adding and editing lights in Blender








Blender

< br>添加或编辑灯光



?




How to use layers to increase the quality of our render







怎么使用层来提高我们的渲染质量



?




What habits are good when lighting and why







那些习惯是好的和为什么是好的



Getting the right flies


获取文件



Before


we


get


started,


we


need


a


scene


to


work


with.


There


are


three


scenes


provided


for


our


use



an


outdoor


scene,


an


indoor


scene,


and


a


hybrid


scene


that


incorporates


elements


that


are


found both inside as well as outside. All these files can be downloaded from



/lighting-and-rendering/


.


在我们开始前,


需要一个场景文件。


这里为 我们提供了


3


个场景文件


---


一个室外场景,


一个























< br>有












/lighting-and- rendering/


.


The file we are going to use for this scene is called . This scene contains a tricycle,


which we will light as if it were a product being promoted for a company.


我们将要使用的场景文件叫




这个场景包含一个三轮车,我们将假设它是一个


公司 的宣传产品来设置照明布局。



To download the files for this tutorial, visit


/lighting-and- rendering/ and


select


.


要下载本教程的文件,请访问




/lighting-and-


rendering/


and


select



.














Blender render settings


In computer graphics, a two- dimensional image is created from three- dimensional data through a


computational


process


known


as


rendering.


It's


important


to


understand


how


to


customize


Blender's internal renderer settings to produce a final result that's optimized for our project, be it a


single image or a full-length film. With the settings Blender provides us, we can set frame rates for


animation, image quality, image resolution, and many other essential parts needed to produce that


optimized final result. Because we are going to use the same render settings for all projects in this


book, we are going to take a look at how to set those values now.


在电脑图形中由


3D


图像通过计算得到


2D


图像的过程叫渲染。它是很重要的对于我们理解


如何设置


Blender


内部渲染器来优化我们的项目产生最终 的渲染结果,一个单一的图像或完


整的影片。在


Blender


里,我们能够设置动画帧速率,图像质量,图像分辨率,和其它优化

我们的产品最终结果必不可少的设置。


因为我们将在本书中所有项目使用一样的设置 ,


让我


们看看怎么设置这些值。



The Scene menu


场景菜单



We


can


access


these


render


settings


through


the


Scene


menu.


Here,


we


can


adjust


a


myriad


of


settings. For the sake of these projects, we are only going to be concerned with:


我们可以通过场景菜单访问这些渲染设置,


在这里有大量的参数 设置,


但我们对于我们的这


些项目,我们仅仅需要考虑的是:< /p>



?




Which window Blender will render our image in







Blender


将在那个窗口渲染图像



?




How render layers are set up (we will discuss this in more detail later on)







怎么设置渲染层(我们将稍后讨论更多的细节)



?




Image dimensions







图像大小



?




Output location and file type







输出路径和文件类型






Render settings


渲染设置



The first settings we see when we look at the Scene menu are the Render settings. Here, we can


tell Blender to render the current frame or an animation using the render buttons.


首先让 我们来看看场景菜单的


Render


设置。在这里我们可以通过 使用按钮告诉


Blender



染当前 帧或一个动画。




We


can


also


choose


what


type


of


window


we


want


Blender


to


render


our


image


in


using


the


Display options.


我们可以在


Display


选项选择


Blender


渲染一个图像时,使用哪一种 窗口类型。




The fist option (and the one chosen by default) is Full Screen. This renders our image in a window


that overlaps the three-dimensional window in our scene. To restore the three- dimensional view,


select the Back to Previous button at the top of the window.

< br>第一个选项是全屏(默认)


。渲染图像时将覆盖我们的


3 d


窗口。要返回到


3D


窗口视图,选< /p>


择顶部的


Back to Previous


按钮


.



The next option is the Image Editor that Blender uses both for rendering as well as UV editing,


which we will cover later. This is especially useful when using the Compositor, allowing us to see


our result alongside our composite node setup. By default, Blender replaces the three-dimensional




window with the Image Editor.


接下来的是


Image Editor,


可以用为渲染窗口还可以用


UV


编辑,


我们稍后将讲到。


这个选项

< br>在我们合成时候非常有用,允许你边查看渲染结果边编辑节点。默认的渲染图像将覆盖住

< br>3D


视图窗口。




The last option is the option that Blender has used, by default, since day one



New Window. This


means that Blender will render the image in a newly created window, separate from the rest of the


program's interface.


最后一个选项是


New Window


。它在


Blender


渲染图像时将创建一个独立于软件界面的 新窗


口。




For the sake of these projects, we're going to keep this setting at the default setting



Full Screen.


对于这些项目,我们将保持默认的设置


---- Full Screen





Dimensions settings


大小设置





These are some of the most important settings that we can set when dealing with optimizing our


project output. We can set the image size, frame rate, frame range, and aspect ratio of our render.


Luckily for us, Blender provides us with preset render settings, common in the film industry:


这里对于项目有一些重要的设置。我们可以设置图像尺寸,帧速率


,

和我们渲染的方向率。



幸运的是,


Blender


为我们提供了电影工业常用的渲染设置:



?




HDTV 1080P


?




HDTV 720P


?




TV NTSC


?




TV PAL


?




TV PAL 16:9


Because we want to keep our render times relatively low for our projects, we're going to set our


preset dimensions to TV NTSC, which results in an image 720 pixels wide by 480 pixels high. If


you're


interested


in


learning


more


about


how


the


other


formats


behave,


feel


free


to


visit


/wiki/Display_resolution


.


为了使我们的项目保持相对较低的时间,我们将选择预置的


TV NTSC,


选项,这个渲染的图


像宽是


720


像素而高是


480


像素。如果你 对其它的格式感兴趣请访问



/wiki/Display_resolution


.


Output settings


输出设置



These


settings


are


an


important


factor


when


determining


how


we


want


our


final


product


to


be


viewed. Blender provides us with numerous image and video types to choose from.


这些设置是很重要的对于产品最后的大 小。


Blender


提供了许多的图像和视屏的设置供选择。< /p>




When rendering an animation or image sequence, it's always easier to manually set the folder we


want Blender to save to. We can tell Blender where we want it to save by establishing the path in


the output settings. By default on Macintosh, Blender saves to the /tmp/ folder.


当渲染一个动画或图像序列,手动设置


Blender

< br>想要保存的文件夹是很容易的。我们可以设



Blend er


的输出路径。在苹果系统,


Blender


默认保存在


/tmp/


文件夹。




Now that we understand how Blender's renderer works, we can start working with our scene!




现在我们已经理解 了


Blender


渲染是如何工作的,我们可以使用我们的场景 开始工作。



Establishing a workflow




确定工作流程



The


key


to


constantly


producing


high-quality


work


is


to


establish


a


well- tested


and


efficient


workflow. Everybody's workflow is different, but over the course of the next few chapters, we are


going to follow this series of steps:


生产高品质的工作的关键确立一个可测试的和有效 的工作流。


虽然每个人的工作流程是不同


的,但在接下来的章节 ,我将跟随以下的步骤:



1.



Evaluate what the scene we are lighting will require.





确定我们的需要照亮什么场景



2.



Plan how we want to layout the lamps in our scene.





规划我们需要怎么在我们的场景布局灯光



3.



Set lamp positions, intensities, colors, and shadows, if applicable.





设置适当的灯光的位置,强度,颜色和阴影



4.



Add materials and textures.





添加材质和纹理



5.



Tweak until we're satisfied.


调整直到满意



Evaluating our scene


评估我们的场景



Before we even begin to approach a computer, we need to think about our scene from a conceptual


perspective. This is important, because knowing everything about our scene and the story that's


taking place will help us produce a more realistic result.


在我们开始电 脑工作前,


我们需要考虑场景的概念视图。


因为知道我们场景和 故事的一切是


重要的对于放置我们的灯光帮助我们产生更真实的效果。

< br>


To help kick start this process, we can ask ourselves a series of questions that will get us thinking


about what's happening in our scene. These questions can pertain to an entire array of possibilities


and conditions, including:


?




Weather


天气




°


What is the weather like on this particular day? What was it like the day before or the


day after?







这个特定的日期的天气是怎么样的?昨天呢?明天呢?




°


Is it cloudy, sunny, or overcast? Did it rain or snow?







它是多云的,晴天或是阴天?是下雨还是下雪的?



?




Source of light


光源




°


Where is the light coming from? Is it in front of, to the side, or even behind the object?












灯光来自哪里?是前面,还是侧边或是物体的后面?





°


Remember, light is reflected and refracted until all energy is absorbed; this not only affects


the


color


of


the


light,


but


the


quality


as


well.


Do


we


need


to


add


additional


light


sources


to


simulate this effect?


记住,灯光的 反射和折射直到所有的能源都被吸收才会结束


;


这不仅仅影响灯 光的颜色,也


影响渲染的品质。我们需要添加光源来模拟这个效果?


?




Scale of light sources



光源规模





°


What is the scale of our light sources in relation to our three-dimensional scene? Believe it


or not, this factor carries a lot of weight when it comes to the quality of the final render. If any


lights feel out of place, it could potentially affect the believability of the final product.




< p>
相对于我们的三维场景我们光源的规模怎么样?不管你信不信,


这个因素包 含许多的权重影


响到将来的最终渲染质量。


如果任何的灯光感觉 放置错误,


它将有可能影响最终产生可信的


效果。



The goal of these questions is to prove to ourselves that the scene we're lighting has the potential


to exist in real life. It's much harder, if not impossible, to light a scene if we don't know how it


could possibly act in the real world. < /p>


这些问题是为了证明我们的场景照明来自于真实的世界的照明。


如 果我们不知道真实世界的


照明是怎么样的,要照明一个场景,它是非常难的,几乎是不可 能的。


(如果不知道下雪天


是怎么样的,要在

< br>3D


场景表现雪地场景就几乎是不可能的)


< p>


Let's take a look at these questions.


让我们看看这些问题。



?




What is the weather like? In our case, we're not concerned with anything too challenging,


weather wise. The goal of this tutorial is to depict our tricycle in an environment that reflects the


effects of a sunny, cloudless day. To achieve this, we are going to use lights with blue and yellow


hues for simulating the effect the sun and sky will have on our tricycle.


天气看起来怎么样


?


在我们的案例,


我们不需要考虑天气的变化。


这个指南的目标只需要模


拟我们的三轮车在晴天少云的环境下反射的效果。


要实现这个效果,


我们将使用黄色调和蓝


色调来模拟阳光和天空作用在我们的三轮车的 效果。



?




What are the sources of our light and where are they coming from in relation to our scene?


In a real situation, the sun would provide most of the light, so we'll need a key light that simulates


how


the


sun


works.


In


our


case,


we


can


use


a


Sun


lamp.


The


key


to


positioning


light


sources




within a three-dimensional scene is to find a compromise between achieving the desired mood of


the image and effectively illuminating the object being presented.

我们的光源是什么和来自我们的场景什么地方?在真实的世界太阳提供了大多数的光源,


以我们需要一个主光源来模拟太阳是如何工作的。


在我们 的案例,


我们使用太阳灯。


关键是


3D


场景里面的光源要在渲染场景气氛和照明物体之间找到平衡点。



?




What is the scale of our light sources? The sun is rather large, but because of the nature of


the


Sun


lamp


in


Blender,


we


don't


have


to


worry


about


the


scale


of


the


lamp


in


our


three-dimensional scene. Sometimes



more commonly when working with indoor scenes, such as


the scene we'll approach later



certain light sources need to be of certain sizes in relation to our


scene, otherwise the final result will feel unnatural.


我们的场景灯光规模是什么样的?太阳是相当巨大的 ,但因为


Blender


的阳光的特征,我们

< br>不需要担心我们


3D


场景的灯光比例。有时我们更多的工 作在室内场景,如我们稍后将要创


建的场景


---


创建光源需要创建相对于场景的尺寸,否则最终的后果将感觉不自然。



Although we will be using a realistic approach to materials, textures, and lighting, we are going to


present this scene as a product visualization. This means that we won't explicitly show a ground


plane, allowing the viewer to focus on the product being presented, in this case, our tricycle.



虽然我们使用真实的材质,


纹理和灯光,


我们将要表现的是一个产品展示场景。


这意味着我


们不需要明 确显示一个地板,允许将我们的焦点放在产品上,在本案例是我们的三轮车。



Planning our light rig


计划灯光布局



Knowing that our scene has the potential to really exist somewhere in the real world, we can now


plan how we want to set up our lamps within Blender to produce a realistic result.


认识到我们的场景是来自于真实世界,我们可以计划在


Blender< /p>


布置灯光来产生一个真实的


渲染。



The first step in this process is to choose an appropriate light rig. Think about the mood we want




to create and the environment our scene contains



do we need harsh lighting with sharp shadows,


or maybe something more evenly lit? Once we know what we want, we can choose between any


of the light rigs we learned about in Chapter 1, Introduction to Color Theory and Lighting Basics


in Blender. Remember, these options include:


这个过程的第一步是选择一个合适的灯光布局。

考虑我们创建的场景环境气氛包含



我们需


要刺目的光锐利的阴影或平和的灯光?一旦我们知道我们想要什么,


我们可以选 择用第一章


色彩理论和


Blender


灯光基础学习的布局装置,这些选项包括:



?




1-Point light rig






一点布光法




?




2-Point light rig






二点布光法



?




3-Point light rig






三点布光法



?




4-Point light rig






四点布光法



Sometimes,


we'll


light


scenes


that


require


a


combination


of


light


rigs.


If


that's


the


case,


try


to


imagine how lights would be set up in a real situation to create the effect we want to reproduce.


We should also think about what lamps we should use in our rigs. Remember, each lamp type in


Blender


has


its


own


unique


qualities


and


will


simulate


some


types


of


real-world


light


sources


better than others will. The types we can choose from, as seen in the previous chapter, are:


有时候,


我 们照明场景需要使用联合的布局法。


如果有一个再现真实世界那样的例子,


试着


想象下怎么设置灯光来实现那样的效果。


我们也 应该考虑我们的灯光布局使用什么类型的灯


光,在


Blende r


每一种类型的灯光都有自己的特点,使用其中的一种灯可能比另外一种灯能

< p>
够更好的模拟真实世界的灯光。我们可以选择的类型灯光如前面所学的有:



?




Point lamp





点光



?




Sun lamp






阳光



?




Spot lamp





聚光灯



?




Hemi lamp




半球光



?




Area lamp





面光源



For this particular scene, we are going to use a 3-Point light rig. If needed, we'll add a fourth later.


The 3-Point light rig is appropriate for two main reasons:


在这些特定 的场景,我们将使用


3


点灯光布局。如果需要,我们添加稍后第 四个灯光布局。



三点灯光布局比较适当的有两个主要的理由:



?




This is an outdoor scene. In a natural setting, light would be illuminating our object from


every


angle.


The


3-Point


lighting


rig


can


simulate


this


phenomenon,


and


when


properly


set


up,


will effectively illuminate our object without a problem.

这是一个户外场景。


在一个自然光的设置,


灯光照明物体是 从单一的角度。


三点布光法能够


模拟这个现象,当有合适的设置 将有效的照明我们的物体。



?




We


are


promoting


a


product,


in


our


case,


a


tricycle.


When


working


with


scenes


of


this


nature, it is a good practice to light objects from multiple angles to best advertise the product or


service being advertised.


在我们的例子是宣传一个三轮车产品。


当在场景使用三点布光法,< /p>


它能够很好的从多个角度


照明物体产生最好的宣传产品或广告效果 。



In


addition,


fill


and


rim


lights


will


help


increase


the


perceived


dimensionality


of


our


three- dimensional objects, simulating the effect of light refection and refraction.


添加补光和背光 将增强


3D


物体的立体感,模拟灯光的反射和折射效果。



Setting up our scene


设置场景



We've conceptually developed our scene and created a light setup that will realistically reflect how




our tricycle could possibly be lit in the real world. Now we can open our three-dimensional file


and physically begin positioning lamps in Blender.


我们对我们的场景和创建一个如何在真实世界创建一个灯光布局来实现三轮车的真实反射


效果有了一个概念。现在我们打开我们的


3D


文件和开始在


Blender


中按照自然规律布置灯

< p>
光。




Wolfgang Staudt




/photos/wolfgangstaudt/640522931/



This is where our knowledge of color theory will come in handy. For example, if our scene takes


place in a park, we may use blue, yellow, and green hues to reflect the color of light given off by


the sun, sky, and grass.


这些是我们色彩知识的运用。例如,


如果我们的场景是一个公园,


我们也许会使用蓝色,黄


色,绿色来表示太阳,天空和草地反射的灯光颜色。









/photos/opie/916777666/



On the other end of the scale, if our scene takes place in a dark setting, such as a bar, we may


choose to use colors like red, brown, green, and/or purple to simulate the colors created by


the


wood of the bar itself, the colors of the bar stools, or the colors of the neon sign flashing in the


window. You may even include a blue light to simulate the flickering street lamp across the street.


另一个方面的规模,


如果我们的场景是在一个暗黑的场景,


如一个酒吧,


我们也许选 择使用


像红,


棕,


绿或紫色来模拟酒吧 本身的颜色,


酒吧凳子颜色,


或在窗口闪烁的霓虹灯的颜色。< /p>


你或许甚至包括蓝色的灯来模拟穿过街道闪现的街道灯。



When you open your scene for the first time, you should see something similar to the following


image.


If


you


don't,


make


sure


you


download


the


right


file


from


the


website


/lighting-and-rendering/


.













< br>看























/lighting-and-rendering/

.


正确的下载了文件



-


-


-


-


-


-


-


-



本文更新与2021-02-13 19:45,由作者提供,不代表本网站立场,转载请注明出处:https://www.bjmy2z.cn/gaokao/652359.html

Blender 灯光和渲染基础(第四章)的相关文章