Primitives

原语

The objects in this menu are parametric (primitives) objects, i.e., they are created from mathematical formulae using a number of preset values. A consequence of this is that such an object is initially simply a mathematical abstraction and is not editable. In plain language, this means that primitives have no points or surfaces that you can manipulate. 这个菜单中的对象是参数(原语)对象,也就是说,它们是由使用许多预设值的数学公式创建的。这样做的一个结果是,这样的对象最初只是一个数学上的抽象,不可编辑。用简单的语言来说,这意味着原语没有任何可以操作的点或表面

For example, you cannot edit a primitive using the Magnet tool, because the Magnet needs points to pull on. To apply polygon tools such as Magnet, you must first convert the primitive to polygons using the Make Editable command.

例如,您不能使用磁铁工具编辑原语,因为磁铁需要点来拉。要应用磁铁之类的多边形工具,必须首先使用 Make Editable 命令将原语转换为多边形。

On the plus side, parametric means that you can change the parameter values of an object, such as height or radius, at any time. This allows you to experiment with the different parameters of an object in order to get a feeling for how it looks, behaves, etc.

从好的方面来说,参数化意味着您可以在任何时候更改对象的参数值,如高度或半径。这样你就可以试验一个对象的不同参数,以便对它的外观、行为等有一个感觉。

However you choose a new object primitive, first of all the relevant primitive is created in the scene and its settings appear in the Attribute Manager. To display an existing object’s parameters in the Attribute Manager, select the object by clicking its name in the Object Manager or by clicking the object in the viewport. Often you will see settings for segments; use these to define the level of refinement of the particular surface or solid. This is useful if you are going to extend the object, perhaps to build further, more complex objects.

无论如何,你选择一个新的对象基元,首先在场景中创建相关的基元,它的设置出现在属性管理器中。若要在 Attribute Manager 中显示现有对象的参数,请通过单击 Object Manager 中的对象名称或单击 viewport 中的对象来选择该对象。通常您会看到片段的设置; 使用这些设置来定义特定表面或实体的精化级别。如果您打算扩展对象,也许是为了构建更深入、更复杂的对象,那么这是非常有用的。

Suppose you want to create a curved rod starting with a cylinder primitive. If the cylinder has only one segment along its length, it will be impossible to bend it into a rod shape because there are no points along its length that can be transformed into a bend. The more segments you assign to the object, the more smoothly it can be bent or otherwise deformed.

假设你想创建一个以圆柱体为基本元素的曲线杆。如果圆柱体的长度上只有一段,就不可能将其弯曲成杆状,因为在圆柱体的长度上没有可以转化成弯曲的点。分配给对象的分段越多,对象的弯曲或变形就越平滑。

In addition, most primitives use Phong shading automatically to smooth their appearance.

此外,大多数原语使用 Phong 阴影自动平滑他们的外观。

This can occasionally lead to problems when using chamfered fillets, when smoothing is not desired between the fillet and the other object polygon. In such cases, override the default Phong shading setting by assigning a Phong tag to the primitive (Object Manager: Tags / Cinema 4D Tags / Phong). You can then switch off the Phong shading by enabling the Angle Limit option and setting the Phong Angle to . Since this removes all smoothing, you will probably need to increase the object’s number of segments. Or you may find that a low Phong Angle with not quite so many segments works just as well plus more quickly. You may often need to juggle segmentation and smoothing to achieve a balance between quality and render speed.

当使用倒角圆角时,这有时会导致问题,因为不需要在圆角和其他对象多边形之间进行平滑。在这种情况下,通过将 Phong 标记分配给原语(Object Manager: Tags/Cinema 4D Tags/Phong)来覆盖缺省的 Phong 阴影设置。然后你可以关闭 Phong 阴影启用角度限制选项和设置 Phong 角度为0o。由于这样做会消除所有的平滑,因此您可能需要增加对象的段数。或者你可能会发现一个低 Phong 角与没有这么多的片段工程一样好,加上更快。您可能经常需要巧妙处理细分和平滑,以实现质量和渲染速度之间的平衡。

In Figure 1, the cylinder’s Phong shading (i.e. smoothing) is on (left), off (center) and on but with the Angle reduced to stop the shading spilling over the edges (right).

在图1中,圆柱的 Phong 阴影(即平滑)是在(左) ,偏离(中心)和在,但与角度减少,以阻止溢出的边缘(右)。

Figure 1. From left to right: Phong shading on but no angle limit, Phong shading off, Phong shading on with low angle limit. 图1。从左至右: Phong 遮阳,但无角度限制,Phong 遮阳关闭,Phong 遮阳以低角度限制

In Figure 2, the curved cylinder on the left has four segments, the one in the center has 16 segments and the one on the right has 72 segments. The increase in smoothness is clear to see.

在图2中,左边的曲线圆柱体有四段,中间的圆柱体有16段,右边的圆柱体有72段。平滑度的增加是显而易见的。

Figure 2. 图2

Aim to use the lowest number of segments that produce a smooth enough result. Using more segments than is necessary adds to the render time and RAM requirements.

目标是使用最少的片段数量来产生足够平滑的结果。使用超过必要数量的片段会增加呈现时间和 RAM 需求。

A parameter common to many primitives is Orientation; this lets you change how the object lies in the 3D space. Thus you can quickly move your object to lie in another direction. Notice that the actual geometry is affected by an orientation change, not the object axis system.

许多原语都有一个共同的参数是 Orientation; 这个参数允许您更改对象在3D 空间中的位置。这样你就可以快速地将你的物体移动到另一个方向。请注意,实际的几何形状受到方向变化的影响,而不是物体轴系统的影响。

Cube Object

立方体对象

Cylinder Object

圆柱体对象

Disc Object

圆盘对象

Plane Object

平面物体

Polygon Object

多边形对象

Sphere Object

球体对象

Capsule Object

胶囊对象

Cone Object

锥形物体

Figure Object

图对象

Landscape Object

风景对象

Oil Tank Object

油箱物品

Pyramid Object

金字塔物体

Platonic Object

柏拉图客体

Tube Object

管状物体

Torus Object

环面物体

Bezier Object

Polygon Object

多边形对象