Step 3: Material Options
第三步: 材质选择
第三步
In this third and final step, you choose
在这第三步,也是最后一步,你选择
创建缺失的材质
If this option is enabled, the Paint Setup Wizard will create a new material for each object you selected in Step 1 which does not have a material yet. If the option is disabled, no new materials will be created and the setup will affect existing materials only.
如果启用此选项,画图安装向导将为您在步骤1中选择的每个尚未有材质的对象创建一个新材质。如果选项是禁用的,没有新的材质将创建和设置将影响现有的材质只。
创建/删除通道
Enable this option if you want new textures to be created or existing textures to be deleted or both. Choose the desired channels from the Channels list below. You can choose a background color for each channel using the color boxes. Click a color box to open your computer system’s color chooser.
如果您希望创建新的纹理或删除现有的纹理或两者兼而有之,请启用此选项。从下面的频道列表中选择所需的频道。您可以使用颜色框为每个通道选择一种背景颜色。单击一个颜色框打开计算机系统的颜色选择器。
频道名单
Below the Create/Delete Channels option, you will see a list of material channels displayed. These represent each material channel which may contain a texture. Enable the channels that you want to paint on and ensure that all other channels are disabled. The more channels you enable, the more RAM is required. Therefore you should only enable the channels that you actually want to paint on. If you change your mind later on, you can, after all, add the new textures in seconds.
在创建/删除通道选项下面,您将看到显示的材质通道列表。它们代表每个可能包含纹理的材质通道。启用要绘制的通道,并确保禁用所有其他通道。启用的通道越多,所需的 RAM 就越多。因此,您应该只启用您实际想要绘制的通道。如果你后来改变了主意,毕竟,你可以在几秒钟内添加新的纹理。
The channels list also supports the tri-state status (horizontal line in the Options field):
频道列表也支持三态状态(在选项字段中的水平线) :
If you see this icon appear, it means textures exist in some channels but not in others. Click the tri-state icon to set them all to the same state.
如果你看到这个图标出现,这意味着纹理存在于某些通道,但不存在于其他通道。单击三态图标将它们全部设置为相同的状态。
重新设置现有纹理
If you want existing textures to be resized, enable this option and use the Texture Size settings to specify the new size.
如果要调整现有纹理的大小,请启用此选项并使用纹理大小设置指定新的大小。
Automatic Mapsize Interpolation
地图尺寸自动插值
BodyPaint 3D can intelligently choose the size of the textures for you within the limits defined by Minimum and Maximum.
3D 可以在最小和最大值的限制内智能地为你选择纹理的大小。
Suppose you want to paint on a model which is made up of 24 objects, where each object is a different size. If the textures for these objects were all the same size, chances are you would run into problems when you paint, even if using projection painting.
假设你想在一个由24个物体组成的模型上绘制,其中每个物体都是不同的大小。如果这些对象的纹理都是相同的大小,那么即使使用投影绘制,在绘制时也可能会遇到问题。
For example, we created two cubes as show above: a small cube and a much larger cube. In the picture, the blue area is part of the large cube’s front face.
例如,我们创建了两个立方体,如上所示: 一个小立方体和一个大得多的立方体。在图片中,蓝色区域是大立方体正面的一部分。
The small cube is ten times smaller than the large one. Even though we have used projection painting mode, the end result is poor because the blue texture is too small relative to the texture for the small cube.
小立方体比大立方体小十倍。即使我们使用了投影绘制模式,最终的效果也很差,因为对于小立方体来说,蓝色纹理相对于纹理来说太小了。
This is where Automatic Mapsize Interpolation comes in. It intelligently chooses the size of the textures for you taking into account the size of the objects relative to each other.
这就是地图尺寸自动插值的用武之地。它会智能地为您选择纹理的大小,同时考虑到对象相对于其他对象的大小。
You can define the minimum and maximum size for the textures using Minimum and Maximum. Minimum specifies the texture size for the smallest objects, Maximum does the same but for the largest objects.
您可以使用 Minimum 和 Maximum 来定义纹理的最小和最大大小。最小值指定最小对象的纹理大小,最大值指定最大对象的纹理大小。
The Quantize value gives you a further way to control the size of textures. It defines a step size. In other words, the width and height of each texture will be a multiple of the Quantize value. For example, if Quantize is set to 100, you will get a texture size of 200x300 instead of, say, 213x323. Or 800x600 instead of 817x643, and so on.
量化值为您提供了控制纹理大小的进一步方法。它定义了一个步长。换句话说,每个纹理的宽度和高度将是 Quantize 值的倍数。例如,如果 Quantize 设置为100,那么您将得到一个200x300的纹理大小,而不是213x323。或者用800x600代替817x643等等。
固定纹理大小
If you want the textures all to be the same fixed size, disable Automatic Mapsize Interpolation and enter the desired width and height in pixels into the Width and Height text boxes.
如果你希望所有的纹理都是相同的固定大小,禁用自动地图插值,并输入所需的宽度和高度像素到宽度和高度文本框。
上一页,完成
Click Previous to go back to Step 2 or click Finish to complete the setup. After clicking Finish, you will see the following dialog appear. This tells you the steps the wizard has taken in order to prepare the objects for painting.
单击“上一步”返回到步骤2,或单击“完成”以完成设置。单击 Finish 后,您将看到以下对话框出现。这将告诉您向导为准备绘制对象而采取的步骤。
The dialog is no-modal so you can keep it open if you wish — you can even click the Previous button to go back to Step 3 and change the setup.
这个对话框是非模态的,所以如果你愿意,你可以保持打开状态ーー你甚至可以点击“上一步”按钮返回到第三步并更改设置。
Selecting Finish will create all necessary textures and materials
选择完成将创建所有必要的纹理和材质
You are now ready to paint your objects, but first we recommend you save the scene and materials using File / Save Project with Assets from the main menu.
你现在可以绘制你的对象了,但是首先我们建议你使用主菜单中的文件/保存项目来保存场景和材质。