Introduction | 引言

A portal light is a rectangular area light used to assist in indoor Global Illumination. It acts a virtual window, casting direct lighting into a room from the environment outside. Portal lights effectively give you one bounce of ‘brute force’ Global Illumination for ‘free’. If you were to just model a transparent window, you would need up to 4 times the amount of ‘brute force’ Global Illumination rays to achieve the same noise-free lighting, which of course would have a negative impact on performance. Portal lights blocks and absorbs Global Illumination rays. It works by sampling light color from the environment map shader, either the default scene environment map shader, or the ‘Environment Shader’ parameter.
门式光源是一个矩形区域的光源,用于室内全局光源照明。它充当了一个虚拟的窗户,从外面的环境直接将照明投射到房间里。门户灯有效地为你提供一次免费的强力全局光源。如果你只是模拟一个透明的窗口,你需要多达4倍的强力全局光源光线来实现同样的无噪声照明,这当然会对性能产生负面影响。入口灯阻挡并吸收全局光源射线。它通过从环境地图着色器(默认的场景环境地图着色器)或“环境着色器”参数中采样浅色来工作。

Portal Light | 门户灯 - 图1

General | 常规

On | 开始

Turns the portal light on or off.
打开或关闭入口灯。

Intensity Multiplier | 强度倍增器

Specifies a multiplier for the intensity of the light cast by the portal.
为门户投射的光强指定一个倍增器。

Tint Color | 色调

Specifies a color with which to tint the environment samples. Tint Color only affects the color of the light cast from the portal, not the color of the portal itself when seen either directly by the camera or indirectly via reflections or refractions.
指定用于给环境示例着色的颜色。色彩只影响从门户投射的光线的颜色,而不是门户本身的颜色,无论是直接由相机或间接通过反射或折射看到。

Portal Transparency | 门户透明度

Specifies a color with which to tint the portal when seen directly through the camera or indirectly via reflections or refractions. A color of (0,0,0) will make the portal completely black, while a color of (1,1,1) will make the portal completely transparent. Colors between (0,0,0) and (1,1,1) will result in a partially transparent, tinted portal.
指定一种颜色,当通过摄像机直接观察或通过反射或折射间接观察时,用该颜色为门户着色。颜色(0,0,0)将使门户完全黑色,而颜色(1,1,1)将使门户完全透明。在(0,0,0)和(1,1,1)之间的颜色将导致一个部分透明的有色入口。

Samples | 采样

Specifies the number of ray samples to use for the portal light. More samples will produce smoother lighting and shadows.
指定用于门户光线的光线采样的数量。更多的采样将产生更平滑的光照和阴影。
Generally, the larger a portal is or the more intense the environment is (and hence the more intense the light cast by the portal is), the more samples are needed to produce noise-free results.
一般来说,门户越大或环境越强烈(因此门户投射的光线越强烈) ,产生无噪声结果所需的采样就越多。

Ray Contribution | 光线贡献

See Common Redshift Light Parameters.
参见常见红移光参数。

Shadow | 阴影

See Common Redshift Light Parameters.
参见常见红移光参数。

Volume | 体积

See Common Redshift Light Parameters.
参见常见红移光参数。

Photon | 光子

See Common Redshift Light Parameters.
参见常见红移光参数。

Custom Environment | 自定义环境

Environment Shader | 环境着色器

Connect a custom environment shader here.
在这里连接一个自定义环境着色器。

This will override a scene environment shader that is connected in the Redshift render settings Output tab.
这将覆盖在红移渲染设置输出选项卡中连接的场景环境着色器。