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Unity組件:Depth of Field 3.4 景深3.4

關(guān)注:890 留言:0 樓主:mixer001 發(fā)帖時(shí)間:15年11月16日

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Depth of Field 3.4 is a common postprocessing effect that simulates the properties of a camera lens. The name refers to the fact that the effect has had significant performance and feature improvements in Unity 3.4.

景深3.4特效是一種常見(jiàn)的模擬相機(jī)透鏡的后處理特效。它的名字反映了在Unity3.4中該特效有了重要特性增強(qiáng)以及性能增強(qiáng)。

In real life, a camera can only focus sharply on an object at a specific distance; objects nearer or farther from the camera will be somewhat out of focus. The blurring not only gives a visual cue about an object's distance but also introduces bokeh which is the term for pleasing visual artifacts that appear around bright areas of the image as they fall out of focus.

現(xiàn)實(shí)生活中,相機(jī)可以只專(zhuān)注特定距離的物體;更近或更遠(yuǎn)的物體將會(huì)出現(xiàn)一定的失焦現(xiàn)象。模糊不僅提供了一個(gè)關(guān)于物體距離的視覺(jué)提示,同時(shí)也帶來(lái)了背景虛化(bokeh)效果,這種效果是由圖片中明亮失焦物體而產(chǎn)生的。

An example of the new Depth of Field effect can be seen in the following images, displaying the results of a defocused foreground and a defocused background. Notice how the foreground blur overlaps with the rest while the background doesn't.

新的景深效果顯示如下面的圖片,一個(gè)顯示前景散焦效果,另一個(gè)顯示背景散焦的效果?梢钥吹角熬暗哪:齾^(qū)域會(huì)蔓延,并與其他部分重疊,而背景模糊則不會(huì)。


Only the nearby pipes are in the focal area
只是附近的管道是在聚焦區(qū)域


Foreground vs Background blurring with Depth of Field
景深效果中的前景模糊與背景模糊

You might also consider using the Tilt Shift effect for a more straightforward but less sophisticated depth-of-field effect.

您還可能會(huì)考慮使用Tilt Shift效果來(lái)得到更加直接但簡(jiǎn)單的景深效果。

As with the other image effects, this effect is only available in Unity Pro and you must have the Pro Standard Assets installed before it becomes available.

和其他圖像特效一樣,該特效只能在Unity Pro上進(jìn)行使用,并且在使用之前必須安裝Pro Standard Assets。

Properties 屬性
  • General Settings
    一般設(shè)置
  • Resolution 分辨率
    Determines the internal render target sizes. A lower resolution will result in faster rendering and lower memory requirements.
    確定內(nèi)部渲染目標(biāo)的大小。較低的分辨率將導(dǎo)致更快地渲染效率和較低的內(nèi)存要求
  • Quality 質(zhì)量
    The quality level. Choose between the faster OnlyBackground or the higher-quality BackgroundAndForeground which calculates the depth-of-field defocus for both areas separately.
    質(zhì)量級(jí)別。在OnlyBackground和BackgroundAndForeground之間進(jìn)行選擇。前者更快,后者質(zhì)量更高。
  • Simple tweak 簡(jiǎn)單調(diào)整
    Switches to a simpler focal model. 調(diào)整到簡(jiǎn)單的聚焦模型
  • Visualize focus 可視化焦點(diǎn)
    This shows the focal plane in the game view to assist learning and debugging.
    在游戲中顯示當(dāng)前的聚焦平面,從而來(lái)幫助學(xué)習(xí)和調(diào)試。
  • Enable bokeh 開(kāi)啟背景虛化
    This will generate more realistic lens blurs where very bright parts are scaled and overlap.
    這將生成更真實(shí)的透鏡模糊效果,對(duì)很明亮的地方進(jìn)行縮放與區(qū)域重疊。
  • Focal Settings
    聚焦設(shè)置
  • Focal distance 聚焦距離
    The distance to the focal plane from the camera position in world space.
    在世界空間中焦平面到相機(jī)的距離
  • Object Focus 物體聚焦
    Determine the focal distance using a target object in the scene.
    使用場(chǎng)景中的目標(biāo)物體來(lái)決定的聚焦距離
  • Smoothness 光滑度
    The smoothness when transitioning from out-of-focus to in-focus areas.
    從失焦區(qū)域到聚焦區(qū)域的光滑度
  • Focal size 聚焦大小
    The size of the in-focus area.
    聚焦區(qū)域的大小
  • Blur
    模糊
  • Blurriness 模糊次數(shù)
    How many iterations are used when blurring the various buffers (each iteration requires processing time).
    模糊各種緩存的迭代次數(shù)(每次迭代都需要一定的處理時(shí)間)
  • Blur spread 模糊半徑
    The blur radius. This is resolution-independent, so you may need to readjust the value for each required resolution.
    模糊半徑,這是與分辨率相關(guān)的,所以您需要對(duì)于每個(gè)特定的分辨率重新設(shè)定該值。
  • Bokeh Settings
    背景虛化設(shè)置
  • Destination 目標(biāo)
    Enabling foreground and background blur increases rendering time but gives more realistic results.
    開(kāi)啟前景和背景模糊,雖然會(huì)增加渲染時(shí)間,但會(huì)得到更加真實(shí)的效果。
  • Intensity 強(qiáng)度
    Blend intensity used as bokeh shapes are being accumulated. This is a critical value that always needs to be carefully adjusted.
    使用模擬的背景虛化形狀來(lái)混合亮度。這是一個(gè)很關(guān)鍵的數(shù)值,需要謹(jǐn)慎調(diào)整。
  • Min luminance 最小亮度
    The luminance threshold below which pixels will not have bokeh artifacts applied.
    亮度閾值,小于該值的像素將不產(chǎn)生背景虛化效果。
  • Min contrast
    最小對(duì)比度
    The contrast threshold below which pixels will not have bokeh artifacts applied. The significance of this is that you usually only need bokeh shapes in areas of high frequency (ie, cluttered or "noisy" areas of image) since they are otherwise nearly invisible. Performance will be improved if you use this parameter to avoid generating unnecessary bokeh artifacts.
    對(duì)比度閾值,小于該值的像素將不產(chǎn)生背景虛化效果。該值的重要意義在于你通常只想場(chǎng)景中一些高頻率地方(即圖片中的噪聲區(qū)域)產(chǎn)生背景虛化效果,否則他們將幾乎無(wú)法看見(jiàn)。如果您使用該值,將提升渲染性能,因?yàn)檫@樣做可以避免生成一些不必要的背景虛化效果。
  • Downsample 降低采樣
    The size of the internal render target used for accumulating bokeh shapes.
    模擬背景虛化形狀的內(nèi)部渲染目標(biāo)的尺寸
  • Size 大小
    The maximum bokeh size. Will be modulated by the amount of defocus (Circle of Confusion).
    最大背景虛化大小?梢酝ㄟ^(guò)散焦程度來(lái)進(jìn)行調(diào)整(模糊圈)
  • Bokeh Texture 背景虛化紋理
    The texture defining the bokeh shapes.
    定義背景虛化圖形的紋理

Note that since the bokeh effect is created by drawing triangles per pixel, it can drastically affect your framerate, especially if it's not adjusted optimally. Adjust the Size, Min luminance, Min contrast, Downsample and Resolution to improve performance. Also, since the screen is darkened before the bokeh shapes are applied, you should use an appropriate Blurriness level to remove possible artefacts.

請(qǐng)注意由于散景效果的創(chuàng)建是通過(guò)在每個(gè)像素上渲染三角形,所以會(huì)大幅度地影響您的幀速率,特別是在沒(méi)有進(jìn)行優(yōu)化調(diào)整的時(shí)候。您可以調(diào)整大小、最小亮度、最小對(duì)比度、下采樣和分辨率來(lái)提高性能。此外,由于在使用散景形狀之前場(chǎng)景會(huì)變暗,所以您應(yīng)該使用合適的模糊級(jí)別來(lái)去除可能產(chǎn)生的瑕疵。

Hardware support 硬件支持

This effect requires a graphics card with pixel shaders (3.0) or OpenGL ES 2.0. Additionally, depth texture support is required. PC: NVIDIA cards since 2004 (GeForce 6), AMD cards since 2005 (Radeon X1300), Intel cards since 2006 (GMA X3000); Mobile: OpenGL ES 2.0 with depth texture support; Consoles: Xbox 360, PS3.

這個(gè)特效需要顯卡擁有像素著色器(3.0)或者OpenGL ES 2.0,同時(shí)需要支持深度紋理。臺(tái)式機(jī):2004年以后的NVIDIA顯卡(GeForce6),2005年以后的AMD顯卡(Radeon X1300),2006年以后的Intel卡(GMA X3000);移動(dòng)設(shè)備:OpenGL ES 2.0并支持深度紋理;控制臺(tái): Xbox 360、 PS3。

All image effects automatically disable themselves when they can not run on end-users graphics card.

所有圖像特效如果無(wú)法在用戶(hù)顯卡上運(yùn)行時(shí)將會(huì)自動(dòng)被關(guān)閉。

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