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📄 render_options_dialog.txt

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# {100} (100) [0] Layout2.LabelRender Setup渲染设置# [1] Layout2.HelpTextThese are Global Options of Mental RayThese are Global Options of Mental Ray# [2] Label1.LabelReflection Depth反射深度# [3] reflection_depth.HelpTextThe maximal allowed number of recursive reflections. A reflection ray will only by cast when this limit is not exceeded. If set to 0, no secondary reflection rays will be cast. See reflection_level above.\n\nThe maximal allowed number of recursive reflections. A reflection ray will only by cast when this limit is not exceeded. If set to 0, no secondary reflection rays will be cast. See reflection_level above.\n\n# [4] Label2.LabelRefraction Depth折射深度# [5] refraction_depth.HelpTextThe maximal allowed number of recursive refractions. A refraction ray will only be cast if this number is not exceeded. If set to 0, no secondary refraction or transparency rays will be cast. See refraction_level above.The maximal allowed number of recursive refractions. A refraction ray will only be cast if this number is not exceeded. If set to 0, no secondary refraction or transparency rays will be cast. See refraction_level above.# [6] Label3.LabelTrace DepthTrace Depth# [7] trace_depth.HelpTextIf 0 Trace Depth = Reflection Depth + Refraction Depth\nOtherwise Trace Depth = Trace DepthIf 0 Trace Depth = Reflection Depth + Refraction Depth\nOtherwise Trace Depth = Trace Depth# [8] Label4.LabelMin samplesMin samples# [9] min_samples.HelpTextThe minimum oversampling level. 0 means one sample per pixel on average (mental ray actually samples corners, not centers of pixels). 1 means subdivide once, which results in four subpixels. 2 means each subpixel is subdivided again, resulting in 16 subpixels, and so on. -1 means one sample per four pixels, etc.The minimum oversampling level. 0 means one sample per pixel on average (mental ray actually samples corners, not centers of pixels). 1 means subdivide once, which results in four subpixels. 2 means each subpixel is subdivided again, resulting in 16 subpixels, and so on. -1 means one sample per four pixels, etc.# [10] Label5.LabelMax samplesMax samples# [11] max_samples.HelpTextAfter initial subdivision controlled by min_samples, pixels are further subdivided if the contrast demands it, up to the level determined by max_samples.After initial subdivision controlled by min_samples, pixels are further subdivided if the contrast demands it, up to the level determined by max_samples.# [12] Label6.LabelContrast对比# [13] contrastr.HelpTextIf two neighboring samples are more different than the contrast, the pixel is subdivided unless the max_samples limit has been reached.If two neighboring samples are more different than the contrast, the pixel is subdivided unless the max_samples limit has been reached.# [14] Label9.LabelCaustic焦散# [15] caustic.HelpTextSpecifies whether caustics are being simulated or not.\nRoom has to be on for Caustics to work since this feature needs atleast one caster and one receiver.\nRoom would function as a caster. The model(one or more objects) would work as receivers.Specifies whether caustics are being simulated or not.\nRoom has to be on for Caustics to work since this feature needs atleast one caster and one receiver.\nRoom would function as a caster. The model(one or more objects) would work as receivers.# [16] Label10.LabelGlobillum全局照明# [17] globillum.HelpTextSpecifies whether global illumination is being simulated or not.指定是否模拟全局照明。# [18] Label11.LabelCaustic Accuracy焦散精度# [19] caustic_accuracy.HelpTextThe maximum number of photons to use when computing a caustic irradiance estimate.计算焦散辐照度时要使用的最大光子数。# [20] Label12.LabelCaustic radius焦散面半径# [21] caustic_radius.HelpTextThe radius around the current point in which the caustic irradiance  estimate will look for photons.The radius around the current point in which the caustic irradiance  estimate will look for photons.# [22] Label13.LabelGlobillum Accuracy全局照明精度# [23] globillum_accuracy.HelpTextThe maximum number of photons to use when computing a global illumination irradiance estimate.计算全局照明辐照度时要使用的最大光子数。# [24] Label14.LabelGlobillum radius全局照明半径# [25] globillum_radius.HelpTextThe radius around the current point in which the global illumination irradiance estimate will look for photons.The radius around the current point in which the global illumination irradiance estimate will look for photons.# [26] Label15.LabelCaustic filter const焦散过滤常数# [27] caustic_filter_const.HelpTextThe filter constant for caustic estimates within the caustic radius.在焦散半径内焦散评估的过滤常数。# [28] Label16.LabelFilter Size X过滤尺寸 X# [29] filter_size_x.HelpTextContains the filter width for collecting image samples into frame buffer pixels.包含用于将图像示例收集到 framebuffer 像素中的过滤宽度。# [30] Label17.LabelFilter Size Y过滤尺寸 Y# [31] filter_size_y.HelpTextContains the filter height.包含过滤高度。# [32] Label18.LabelJitter跳动# [33] jitter.HelpTextIf set to 1.0, jittering is enabled for samples smaller than a pixel. If set to 0.0, jittering is disabled. Other values are not legal.If set to 1.0, jittering is enabled for samples smaller than a pixel. If set to 0.0, jittering is disabled. Other values are not legal.# [34] Label19.LabelCaustic Filter焦散过滤# [35] caustic_filter.HelpTextThe type of filter to apply to the photons within the caustic radius: 'b' for box, 'c' for cone, or 'g' for Gaussian.The type of filter to apply to the photons within the caustic radius: 'b' for box, 'c' for cone, or 'g' for Gaussian.# [36] Label20.LabelFinalgather Rebuild重建最终聚合# [37] finalgather_rebuild.HelpTextIf set, the final gather map file, if specified, will not be loaded, and the final gather map is rebuilt from scratch. It will still be written if finalgather_file is defined.If set, the final gather map file, if specified, will not be loaded, and the final gather map is rebuilt from scratch. It will still be written if finalgather_file is defined.# [38] Label21.LabelPixel Preview像素预览# [39] pixel_preview.HelpTextThis is enabled during interactive rendering, where mental ray renders only those pixels that are affected by a user change, usually by tuning a shader parameter.此选项在交互式渲染时启用,其中 mental ray 仅渲染那些受用户更改影响的像素,通常通过调整着色器参数来实现。# [40] Label22.LabelPhotonmap Rebuild光子贴图重建# [41] photonmap_rebuild.HelpTextIf set, the photon map file, if specified, will not be loaded, and the photon map is rebuilt from scratch. It will still be written if photonmap_file is defined.If set, the photon map file, if specified, will not be loaded, and the photon map is rebuilt from scratch. It will still be written if photonmap_file is defined.# [42] Label23.LabelPhoton Reflection Depth光子反射深度# [43] photon_reflection_depth.HelpTextThe maximal allowed number of recursive photon reflections. Similar to reflection_depth. Default is 5.The maximal allowed number of recursive photon reflections. Similar to reflection_depth. Default is 5.# [44] Label24.LabelPhoton Refraction Depth光子折射深度# [45] photon_refraction_depth.HelpTextThe maximal allowed number of photon refractions. Similar to refraction_depth. Default is 5.The maximal allowed number of photon refractions. Similar to refraction_depth. Default is 5.# [46] Label25.LabelPhoton Trace depth光子轨迹深度# [47] photon_trace_depth.HelpTextThe maximal summed photon trace depth. The maximum number of photon bounces is limited by this number. Default is 5.The maximal summed photon trace depth. The maximum number of photon bounces is limited by this number. Default is 5.# [48] Label26.LabelFg reflection depthFg 反射深度# [49] fg_reflection_depth.HelpTextfg_reflection_depth is a trace depth for reflected finalgather rays. This implements multi-generation final gathering in a way similar to reflection_depth for regular rays. mental ray versions prior to 3.4 did not trace multigeneration finalgather rays. For mental ray versions prior to 3.4 this options only restricts depth of specular and glossy reflected child rays of finalgather rays.fg_reflection_depth is a trace depth for reflected finalgather rays. This implements multi-generation final gathering in a way similar to reflection_depth for regular rays. mental ray versions prior to 3.4 did not trace multigeneration finalgather rays. For mental ray versions prior to 3.4 this options only restricts depth of specular and glossy reflected child rays of finalgather rays.# [50] Label27.LabelFg refraction DepthFg 折射深度# [51] fg_refraction_depth.HelpTextfg_refraction_depth is a trace depth for refracted finalgather rays.fg_refraction_depth 是折射的最终聚合光线的轨迹深度。# [52] Label28.LabelFg trace depthFg 轨迹深度# [53] fg_trace_depth.HelpTextfg_trace_depth is a total trace depth for reflected and refracted finalgather rays.fg_trace_depth 是反射和折射的最终聚合光线的总轨迹深度。# [54] Label29.LabelFg falloff startFg 散开起始# [55] fg_falloff_start.HelpTextfg_falloff_start specifies the starting distance for finalgather falloff.fg_falloff_start 指定最终聚合光线散开的起始距离。# [56] Label30.LabelFg falloff stopFg 散开停止# [57] fg_falloff_stop.HelpTextfg_falloff_stop specifies the stopping distance for finalgather rays. The total length of finalgather rays cannot exceed the stop distance, and is attenuated with a linear falloff curve between the start and stop distances. If both are set to 0.0, no falloff takes place.fg_falloff_stop specifies the stopping distance for finalgather rays. The total length of finalgather rays cannot exceed the stop distance, and is attenuated with a linear falloff curve between the start and stop distances. If both are set to 0.0, no falloff takes place.# [58] Label31.LabelFinalgather最终聚合# [59] finalgather.HelpTextSpecifies whether illumination is computed with final gathering. Final gathering can be combined with global illumination and caustics.Specifies whether illumination is computed with final gathering. Final gathering can be combined with global illumination and caustics.# [60] Label32.LabelFinalgather rays最终聚合光线# [61] finalgather_rays.HelpTextThe number of rays cast for each final gather point. mental ray 2.1 always casts exactly this number, while mental ray 3.x have an adaptive optimizer that may decide to cast fewer rays than this number, but will never exceed it.为每个最终聚合点投射的光线数。mental ray 2.1 始终按此数值投射,而 mental ray 3.x 拥有自适应优化程序,可以决定投射少于此数值的光线,但绝不可以超出此数值。# [62] Label33.LabelFinalgather maxradius最终聚合最大半径# [63] finalgather_maxradius.HelpTextThe maximum distance between final gather points. If a final gathering estimate is needed and no final gather point is within this radius, a new final gather point is computed.The maximum distance between final gather points. If a final gathering estimate is needed and no final gather point is within this radius, a new final gather point is computed.# [64] Label34.LabelFinalgather Minradius最终聚合最小半径# [65] finalgather_minradius.HelpTextThe minimum distance between final gather points. Final gather points will be avoided if they would be closer than this to another final gather point.The minimum distance between final gather points. Final gather points will be avoided if they would be closer than this to another final gather point.# [66] Label35.LabelDesaturate降低饱和度# [67] desaturate.HelpTextEnables fading colors to white, instead of clipping individual components, when storing colors in 8-bit or 16-bit frame buffers. This and the following four fields used to be accessible with the mi_img_getmode  shader interface function in mental ray 2.1, but have moved into the options in mental ray 3.0.Enables fading colors to white, instead of clipping individual components, when storing colors in 8-bit or 16-bit frame buffers. This and the following four fields used to be accessible with the mi_img_getmode  shader interface function in mental ray 2.1, but have moved into the options in mental ray 3.0.# [68] Label36.LabelFg diffuse depthFg 扩散深度# [69] fg_diffuse_depth.HelpTextfg_diffuse_depth3.4 is a trace depth for secondary diffuse bounces.fg_diffuse_depth3.4 是次要扩散反射的轨迹深度。# [70] Label37.LabelFg presamp densityFg 预取样密度# [71] fg_presamp_density.HelpTextfg_presamp_density3.4 controls the density of initial finalgather points. It increases (decreases if  ) the number of finalgather points computed in the initial stage approximately  times.fg_presamp_density3.4 controls the density of initial finalgather points. It increases (decreases if  ) the number of finalgather points computed in the initial stage approximately  times.# [72] Labe301.LabelRoom Caustic Caster)房间焦散发射器)# [73] Labe301.HelpTextSet Room as Caustic Caster or Receiver..\nIf Set, Room is a caster and model is the receiver.\nIf unset, the other way......\nApplicable only if Caustics is enabled.将房间设置为焦散发射器或接收器..\n若进行此设置,房间将为发射器,而模型将为接收器。\n如果未进行此设置,则截然相反......\n只适用于启用“焦散”时。# [74] room_caustic_caster.HelpTextSet Room as Caustic Caster or Receiver..\nIf Set, Room is a caster and model is the receiver.\nIf unset, the other way......\nApplicable only if Caustics is enabled.将房间设置为焦散发射器或接收器..\n若进行此设置,房间将为发射器,而模型将为接收器。\n如果未进行此设置,则截然相反......\n只适用于启用“焦散”时。# [75] Layout3.LabelTone Mapping色调映射# [76] Layout3.HelpTextThese are Global Options for Tone Mapping这些是色调映射的全局选项# [77] Label82.Labelcm2_factorcm2_factor# [78] Label83.Labelwhitepoint白点# [79] Label84.Labelfilm_isofilm_iso# [80] Label85.Labelcamera_shutter相机_快门# [81] Label86.Labelf_numberf_number# [82] Label87.Labelvignettingvignetting# [83] Label88.Labelburn_highlightsburn_highlights# [84] Label89.Labelcrush_blackscrush_blacks# [85] Label90.Labelsaturation饱和度# [86] Label91.Labelgammagamma# [87] Label92.Labeluse_tone_map使用_色调_图# [88] Layout4.LabelMia Parameters 1Mia 参数 1# [89] Layout4.HelpTextThese are material properties specific to each appearance i.e. not the global options.这些材料属性是特定于每种外观的 (即,不是全局选项)。# [90] Label7.Labeldiffuse_weight扩散_重量# [91] diffuse_weight.HelpTextdefault 1.0, #: min 0.0 max 1.0缺省 1.0, #: 最小 0.0 最大 1.0# [92] Label38.Labeldiffuse扩散# [93] Label39.Labeldiffuse_roughness扩散_粗糙度# [94] diffuse_roughness.HelpTextdefault 0.0, #: min 0.0 max 1.0\n缺省 0.0, #: 最小 0.0 最大 1.0\n# [95] Label40.Labelreflectivity反射率# [96] reflectivity.HelpTextdefault 0.6, #: min 0.0 max 1.0\n缺省 0.6, #: 最小 0.0 最大 1.0\n# [97] Label41.Labelrefl_glossrefl_gloss# [98] refl_gloss.HelpTextdefault 1.0, #: min 0.0 max 1.0\n缺省 1.0, #: 最小 0.0 最大 1.0\n# [99] Label42.Labelrefl_gloss_samplesrefl_gloss_samples# [100] refl_gloss_samples.HelpTextdefault 8,   #: min 0 softmax 128\n缺省 8,    #: 最小 0 软最大 128\n# [101] Label43.Labelrefl_interpolaterefl_interpolate# [102] refl_interpolate.HelpText default off 缺省值为关# [103] Label44.Labelrefl_hl_onlyrefl_hl_only# [104] refl_hl_only.HelpText default off 缺省值为关# [105] Label45.Labelrefl_is_metalrefl_is_metal# [106] refl_is_metal.HelpText default off 缺省值为关# [107] Label46.Labeltransparency透明# [108] transparency.HelpTextdefault 0.0, #: min 0.0 max 1.0\n缺省 0.0, #: 最小 0.0 最大 1.0\n# [109] Label47.Labelrefr_colorrefr_color# [110] refr_colorr.HelpTextdefault 1.0 1.0 1.0,\n缺省 1.0 1.0 1.0,\n# [111] Label48.Labelrefr_glossrefr_gloss# [112] refr_gloss.HelpTextdefault 1.0, #: min 0.0 max 1.0\n缺省 1.0, #: 最小 0.0 最大 1.0\n

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