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This page provides information on the Corona AO map, its settings, and usage.
此页面提供有关 Corona AO 地图、其设置和使用的信息。

 

Overview 概述


Corona AO is a map that can be used to color the concave and convex areas of a surface. By default, when used as diffuse color, it will darken crevices and cavities of objects while also brightening flat and raised areas. Corona AO can also be used to create advanced materials, such as rusted metal, worn wood, scratched paint, or to provide artistic control over the overall scene appearance.
Corona AO 是一个可以用来为表面的凹凸区域上色的贴图。默认情况下,当用作漫反射颜色时,它会加深物体的缝隙和凹陷,同时也会提亮平坦和凸起的区域。Corona AO 还可以用于创建高级材质,例如生锈的金属、磨损的木材、划伤的油漆,或为整体场景外观提供艺术控制。

For the sake of realism and physical accuracy, we do not recommend using ambient occlusion in order to enhance shading in the whole scene. Corona Renderer will take care of darkening concave areas without any special tweaks.
出于现实主义和物理准确性的考虑,我们不建议使用环境光遮蔽来增强整个场景的阴影。Corona Renderer 会自动处理凹陷区域的变暗,无需任何特殊调整。


 

No Corona AO map 没有冠状病毒的地图
Corona AO map applied CORONA AO 地图应用

 

Settings 设置


Occluded color – Allows to choose the occluded color using a color picker or load a map.
遮挡颜色 - 允许使用颜色选择器选择遮挡颜色或加载地图。

Unoccluded color Allows to choose the unoccluded color using a color picker or load a map.
未遮挡颜色 – 允许使用颜色选择器选择未遮挡颜色或加载地图。

Max Distance Limits the maximum distance a ray travels before it is assumed to have left the scene. A low value makes it possible to use AO even in closed environments.
最大距离 – 限制光线在被认为离开场景之前的最大传播距离。较低的值使得即使在封闭环境中也可以使用环境光遮蔽。

Color spread Changes how rapidly the occluded color replaces the unoccluded one when increasing the occlusion.
颜色扩散 - 在增加遮挡时,改变遮挡颜色替换未遮挡颜色的速度。

Quality – Increases the number of samples. Higher values will render slower, but will produce clean results faster. Even low values will eventually converge to a clean image.
质量 - 增加样本数量。更高的值会导致渲染速度变慢,但会更快产生干净的结果。即使是低值,最终也会收敛到干净的图像。

Use legacy color spread – If enabled, the color spread will be computed as in the older versions (prior Chaos Corona version 10). However, in that case "quality" parameter will not only affect the noise but also the look of ambient occlusion. If set to false, the color spread is less prominent, but the look of ambient occlusion does not change with the "quality" parameter.
使用遗留颜色扩散 - 如果启用,颜色扩散将按照旧版本(Chaos Corona 10 之前的版本)进行计算。然而,在这种情况下,“质量”参数不仅会影响噪声,还会影响环境光遮蔽的外观。如果设置为 false,颜色扩散不那么明显,但环境光遮蔽的外观不会随“质量”参数而变化。

Calculate from Controls where the occlusion is sampled:
从 - 控制遮挡采样的位置计算:

Outside Only considers occlusion above the normal (outside the object) - this typically creates occlusion by other objects nearby.
外部 - 仅考虑超出正常范围的遮挡(物体外部) - 这通常会导致附近其他物体的遮挡。

Inside Only considers occlusion below the normal (inside the object) - this typically creates occlusion on object edges.
内部 - 仅考虑低于正常的遮挡(物体内部) - 这通常会在物体边缘产生遮挡。

Outside + Inside Calculates both modes at once.
外部 + 内部 – 同时计算两种模式。

Ray directionality – Defines how strong the tested rays will be concentrated around the normal. With a low value, all directions are considered equally. Increasing the value causes the shader to be more dependent on whether the direction directly above the surface is occluded or not.
光线方向性 - 定义测试光线在法线周围的集中程度。值较低时,所有方向被视为相等。增加该值会使着色器更依赖于表面正上方的方向是否被遮挡。

Direction offset X/Y/Z – Offset the generated rays. This is useful e.g. when simulating wear from leaking water.
方向偏移 X/Y/Z - 偏移生成的光线。这在模拟漏水造成的磨损时非常有用。

Excludes Different ways to limit the effect:
排除 - 限制效果的不同方式:

No excludes Calculates full occlusion.
无排除 - 计算完全遮挡。

Use exclude list Excludes particular selected objects.
使用排除列表 - 排除特定选择的对象。

Only the same object occludes Calculates the occlusion only using the same object, completely ignoring all neighboring objects.
只有相同的物体会遮挡 - 仅使用相同的物体计算遮挡,完全忽略所有邻近物体。

Only other objects occlude The exact opposite to the previous one.
只有其他物体会遮挡——与之前的完全相反。

 

 

Examples 示例


 

Max distance: 1cm, 10cm, 100cm
最大距离:1 厘米,10 厘米,100 厘米

Calculate from: Outside, Both(outside+inside), Inside
从:外部、两者(外部+内部)、内部计算

 

 


 

 

Ray Directionality: Amount 1.0, Amount 0.5, Amount 0.0
光线方向性:数量 1.0,数量 0.5,数量 0.0

Direction offset: X-Axis 10.0, Y-Axis 10.0, Z-Axis 10.0
方向偏移:X 轴 10.0,Y 轴 10.0,Z 轴 10.0

 

 


 

 

Color Spread: Amount 0.0, Amount 1.0
颜色扩散:数量 0.0,数量 1.0

 

 


 

In cases where enhanced occlusion or dirt is needed in a scene for artistic purposes, the CTexmap render element along with Corona AO applied as its texmap can be used to create a layer that can be later blended in 3rd party 2D editors with the Beauty pass for further control.
在需要增强遮挡或污垢以达到艺术效果的场景中,可以使用 CTexmap 渲染元素,并将 Corona AO 应用为其纹理图,以创建一个可以在后期与美化通道在第三方 2D 编辑器中混合的层,以便进行进一步控制。

 

 

No Corona AO map 没有冠状病毒的地图
Corona AO map applied CORONA AO 地图应用

Similar to what was mentioned in the previous examples with Calculation Mode and Color Spread, weathering and damage can be introduced to various materials using textured occlusion. In such cases, a grunge mask is needed to act as an occlusion color. It is best used with a high color spread (around 1.0), and inside calculation mode, which can introduce cracks and weathering on tile grouts or small cavities/crevices.
与之前提到的计算模式和颜色扩散的例子类似,可以通过纹理遮挡将风化和损坏引入各种材料。在这种情况下,需要一个污垢遮罩作为遮挡颜色。最好与高颜色扩散(大约 1.0)一起使用,并在计算模式内,这可以在瓷砖缝隙或小孔/裂缝上引入裂纹和风化效果。

 

Before 之前
After 之后

 

 

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