-
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
在
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/
.
p>
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
室
内
场
景
,
和
一
个
包
含
p>
室
内
和
室
外
的
混
合
场
景
。
所
< br>有
的
文
件
可
以
从
这
里
下
载
/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
渲
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
置
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.
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)
。
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,
p>
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,
所
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
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.
p>
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
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/
.
p>
当
你
第
一
次
打
开
场
景
,
应
该
< br>看
到
相
似
的
如
下
所
示
的
图
。
如
p>
果
不
是
,
确
保
在
站
点
/lighting-and-rendering/
.
正确的下载了文件
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-
-
-
-
-
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