Options

选择

Level of Detail

细节层次

Defines the LOD (level of detail), i.e., how detailed certain objects will be displayed in the Viewports. These settings set the otherwise steplessly adjustable Level of Detail setting in the Project Settings.

定义 LOD (细节级别) ,即某些对象在 Viewports 中显示的详细程度。这些设置设置,否则无限可调的详细水平设置在项目设置。

Level Of Detail

细节的层次

Low

25%

Medium

中等

50%

Ï

High

The setting affects the level of detail (LOD) shown for objects that support LOD. The lower the setting, the faster the display.

此设置会影响支持 LOD 的对象所显示的细节级别(LOD)。设置越低,显示越快。

Use Render LOD for Editor Rendering

使用渲染 LOD 进行编辑器渲染

Here you can define for each view if the LOD defined in the respective settings (e.g., Subdivision Surfaces) should be used for rendering.

在这里,您可以为每个视图定义是否应该使用在相应设置中定义的 LOD (例如,细分曲面)进行渲染。

Stereoscopic 立体感

Enable this option if you want a stereoscopic display in the Viewport. Details regarding stereoscopy can be found here. Note that a stereoscopic depiction is only possible in the Parallel or Perspective views.

如果您想在 Viewport 中实现立体显示,请启用此选项。关于立体视觉的细节可以在这里找到。请注意,立体描绘只有在平行或透视图中才可能出现。

Linear Workflow Shading

线性工作流阴影

Here the display of colors, shaders, etc. in the Viewport can be turned off, in consideration of linear workflow.

这里显示的颜色,着色器等在 Viewport 可以关闭,考虑到线性工作流。

Effects

效果

If you want to use additional effects for the current Viewport you can define here if these should be displayed.

如果你想为当前的 Viewport 使用额外的效果,你可以在这里定义这些效果是否应该显示。

The more complex the scene the slower the refresh rate will be.

场景越复杂,刷新速度就越慢。

Note that you can also define at material level which channels should be displayed (Viewport channel).

请注意,您还可以在材质级别定义应该显示哪些通道(Viewport 通道)。

Transparency

透明度

Use this setting to define whether or not transparency should be displayed in high quality. Note that antialiasing does not work in the Viewport in this mode.

使用此设置可定义透明度是否应以高质量显示。请注意,在这种模式下,反走样在 Viewport 不起作用。

Shadows

阴影

Use this setting to define whether or not shadows should be displayed.

使用此设置来定义是否应该显示阴影。

Post Effects

后期效果

Use this setting to define whether or not post effects should be displayed. Note that there is only limited support for Cinema 4D post effects (e.g., the Cartoon Renderer post effect; enabled Color, Lighting, Step options). This option is primarily designed for plug-ins that use post effects.

使用此设置来定义是否应该显示后期效果。注意,只有有限的支持C4D 后期效果(例如,卡通渲染后期效果; 启用颜色,灯光,步骤选项)。这个选项主要是为使用后期效果的插件设计的。

RELEASE 23

第23期

Magic Bullet Looks

神奇子弹外观

Enable this option if you want Magic Bullet Looks to be applied directly in the Viewport. The Magic Bullet Looks post effect must also be enabled in the Render Settings menu.

如果你希望魔术子弹在 Viewport 直接应用,请启用此选项。魔术子弹看起来后期效果也必须在渲染设置菜单中启用。

HQ Noises

总部噪音

Left: Viewport display. Right: Rendered image. 左: Viewport 显示。右: 渲染图像

This is where you can enable the display of the Noise Shader for higher quality (HQ)..

这是你可以使噪音着色器显示更高的质量(总部) 。

Reflections

反思

Defines whether or not reflections should be displayed. Details can be found here

定义是否应该显示反射。详细信息可以在这里找到

SSAO

Defines whether or not an Ambient Occlusion approximation should be rendered in the Viewport. See also SSAO.

定义是否应该在 Viewport 中呈现环境遮挡近似值。

Tessellation

镶嵌

Defines wheter or not tessellation should be displayed for respective objects in the Viewport. See also Tessellation.

定义 wheter 或者 not 镶嵌应该在 Viewport 中显示相应的对象。参见镶嵌。

Depth of Field

景深

Defines if a simulated depth of field should be displayed. For details see Depth of Field.

定义是否应该显示模拟景深。有关详细信息,请参阅景深。

Backface Culling

背面剔除

Use this option to toggle backface culling on or off when in Lines mode. Backface culling can speed up the display and make the scene easier to understand and edit. With backface culling, all concealed surfaces are hidden. A backface is a surface that points away from the camera.

使用此选项可以在行模式下切换开启或关闭后端裁剪。背面剔除可以加快显示速度,使场景更容易理解和编辑。与背面剔除,所有隐藏的表面是隐藏的。背面是一个指向远离摄像机的表面。

Cinema 4D knows the direction of a surface by looking at its surface normal. If the surface normal points towards the camera, the surface is a front face. If the surface normal points away from the camera, the surface is a backface and is not drawn when Backface Culling is enabled. Figure 1 demonstrates the backface principle.

4D 影院通过观察一个表面的法线来判断它的方向。如果表面法线指向相机,表面就是一个正面。如果表面法线点远离相机,表面是一个背面,并没有绘制时,背面剔除启用。图1演示了背面原理。

Figure 1. 图1 Figure 2. 图2

By convention, the Normals should point outwards from their surfaces, as in Figure 1. Objects with Normals that point inwards may cause display errors. To remedy, reverse the Normals, as illustrated in Figure 2, using the Reverse Normals command (Functions menu).

按照惯例,法线应该从表面指向外面,如图1所示。具有指向内部的法线的对象可能会导致显示错误。为了补救,使用反向法线命令(函数菜单)反转法线,如图2所示。

The following picture demonstrates how backface culling applied to a sphere.

下面的图片演示了如何将背面剔除应用于球体。

Backface Culling disabled (left) and enabled (right). 背面剔除禁用(左)和启用(右)

Isoline Editing

If enabled, all Subdivision Surfaces cage object elements (points, edges, polygons) will be projected onto the smoothed Subdivision Surfaces object so that these elements can be selected directly on the smoothed object.

如果启用,所有的细分曲面笼子对象元素(点,边,多边形)将投影到光滑的细分曲面对象,以便这些元素可以直接选择光滑的对象。

Note: 注意:
Even if it looks like you are editing the elements on the smoothed object you are actually 即使它看起来像是你正在编辑光滑对象上的元素,你实际上是only scaling, extruding, cutting, et. the cage object’s elements! 缩放,挤压,切割,等等,笼子对象的元素

Layer Color

图层颜色

Objects assigned to a layer can be displayed in the editor view in the color of that respective layer. This lets you quickly see which objects have been assigned to which layer.

分配给图层的对象可以在编辑器视图中以相应图层的颜色显示。这可以让您快速查看哪些对象已经被分配到了哪个层。

Polygon Normals

多边形法线

When in Polygon mode, the display of Polygon Normals can be turned on or off here.

在多边形模式下,多边形法线的显示可以在这里开启或关闭。

Vertex Normals

顶点法线

When in Use Point, Use Edge or Use Polygon mode, this option can be used to enable or disable Vertex Normals (see also Vertex Normals).

在“使用点”、“使用边”或“使用多边形”模式下,此选项可用于启用或禁用顶点法线(参见顶点法线)。

Tags

标签

If this option is enabled, the objects will use the display mode defined in their Display tags (if present). Objects without a Display tag will continue to use the viewport’s shading mode.

如果启用此选项,对象将使用其 Display 标记中定义的显示模式(如果存在)。没有 Display 标记的对象将继续使用视口的着色模式。

Materials

材质

This option can be used to enable or disable the display of textures (bitmaps/shaders) in the Viewport.

此选项可用于在 Viewport 启用或禁用纹理(位图/着色器)的显示。

This option can also be used to turn the material display on or off.

此选项还可用于打开或关闭材质显示。

The material display can be turned on or off for each object individually. To do so, create a Display tag in the Object Manager (Object Manager: Render Tags / Display tag).

材质显示器可以为每个对象单独打开或关闭。为此,在对象管理器(Object Manager: Render Tags/Display 标记)中创建一个 Display 标记。

X-Ray

X 射线

To activate the X-ray effect, enable this option. If the active object is an object (applies to all that are made up of polygons or generate polygons), it will become semi-transparent so that you can see its concealed points and edges. This is particularly helpful with polygon-based modeling, since it enables you to see concealed components in the Gouraud shading and quick shading modes.

要激活 x 光效果,请启用此选项。如果活动对象是一个对象(适用于所有由多边形组成或生成多边形) ,它将成为半透明,以便您可以看到其隐藏的点和边缘。这对于基于多边形的建模特别有帮助,因为它使您能够在 Gouraud 阴影和快速阴影模式中看到隐藏的组件。

Left: X-ray mode off. Right: X-ray mode on. 左: x 光模式关闭。右: x 光模式打开

Direction
Length

方向长度

For Volume Vectors, you can define here how they should be displayed in the viewport.

对于体积矢量,您可以在这里定义它们应该如何在视区中显示。

In the image above you see the distribution of velocity of the gasses within a fire as volume vectors. In Direction mode you see mostly green vectors and the gasses move primarily upwards along the Y axis. In Length mode, the vectors are colored white near the flames - here especially high velocities take place.

在上面的图像中,你可以看到火灾中气体的速度分布,作为体积矢量。在方向模式中,你看到的大多是绿色矢量,气体主要沿着 y 轴向上移动。在“长度”模式下,火焰附近的矢量是白色的——这里的速度特别快。

The type of display can also be defined at object level in the Display tag.

显示类型也可以在 Display 标记的对象级别定义。

Default Light...

默认灯光..。

This command opens the Default Light manager. Using this manager you can quickly light the selected objects from any angle. Simply click-drag the shaded sphere to set the lighting to the desired angle (the display mode will change to Quick Shadingautomatically).

这个命令打开默认灯管理器。使用这个管理器,你可以从任何角度快速点亮选定的对象。只需点击拖动阴影球体设置所需的照明角度(显示模式将改变为快速自动调整)。

To reset the default light to its original angle, right-click (Windows) or Command-click (macOS) on the shaded sphere. If your scene contains lights, the default light will be ignored when you render.

若要将默认光线重置为原始角度,请在阴影球体上右击(Windows)或命令-单击(macOS)。如果你的场景包含灯光,默认灯光将被忽略当你渲染。

Each viewport has its own independent default light. The default light settings are saved in the scene file.

每个视口都有自己独立的默认灯光。默认灯光设置保存在场景文件中。

Tip: 提示:
The default light is in fact made up of two light sources that are opposite each other. This ensures that the entire scene, not just half, is illuminated. When you render, however, only one of these light sources will be evaluated. 默认光实际上是由两个相对的光源组成的。这确保了整个场景,而不仅仅是一半,被照亮。然而,当你渲染时,这些光源中只有一个会被评估