Substance

物质

Allegorithmic’s Substance Designer is a powerful, node-based texture tool that is used to create procedural textures. The textures that are created (export them via the Publish command) are made available via a Substance file (with the extension *.sbsar) as assets for external programs. Cinema 4D can import these Substance files and use them as materials. In addition to Substances that can be purchased (e.g., www.allegorithmic.com/products/substance-source), Substances can also be downloaded for free (e.g., at share.allegorithmic.com).

Allegorgemic 的 Substance Designer 是一个强大的基于节点的纹理工具,用于创建过程纹理。创建的纹理(通过 Publish 命令导出)可以通过 Substance 文件(扩展名为 *)获得。作为外部程序的资产。C4D可以导入这些物质文件并将其作为材质。除了可以购买的物质(例如, www.allegorithmic.com/products/substance-source ) ,物质也可以免费下载(例如, share.allegorithmic.com )。

Proceed as follows to load a Substance Asset:

按照以下步骤装入实质资产:

Tip: 提示:
Note the options in the Preferences menu under 注意下面的首选项菜单中的选项Running Cinema 4D 跑步Cinema 4D. There you can greatly speed up the texture calculation with your graphics card via OpenGL or Direct 3D. .在那里你可以通过 OpenGL 或者 Direct 3D 加速你的图形卡的纹理计算

How does a Substance Asset work in Cinema 4D?

物质资产在C4D是如何工作的?

A Substance Asset is created using the Substance Designer and generally consist of a number of nodes with numerous parameters. Within Substance Designer you can define which of these parameters should be "exposed". These parameters can be displayed and modified in Cinema 4D. The Substance Engine will calculate each modification and adapt the output texture accordingly.

使用 Substance Designer 创建 Substance Asset,它通常由许多具有许多参数的节点组成。在物质设计器中,您可以定义这些参数中的哪些应该“暴露”。这些参数可以在 Cinema 4D 中显示和修改。物质引擎将计算每个修改并相应地调整输出纹理。

All settings/outputs found in the Asset were defined in the Substance Designer (Substance: copyright Kay Vriend). 在资产中找到的所有设置/输出都在物质设计器中定义(物质: copyright Kay Vriend)

The Outputs menu contains all output textures made available to a Cinema 4D material by an Asset. By default, these will automatically be linked with the respective material channels via a special Substance shader.

输出菜单包含所有输出纹理提供给Cinema 4D 材质的资产。默认情况下,这些将自动链接到各自的材质渠道通过一个特殊的物质着色器。

The following Substance elements are available in Cinema 4D:

下列物质元素可在C4D 中找到:

Substance Assets can be used anywhere in Cinema 4D, where a shader can be loaded, via the Substance shader. This includes the Displacement Deformers, layer shaders, etc. All you have to do is link a Substance in the shader and select the corresponding output channel. Any number of output channels can be defined in the Substance Designer that can be used anywhere in Cinema 4D.

物质资产可以在C4D 的任何地方使用,在那里可以加载着色器,通过物质着色器。这包括位移变形器,层着色器等。你所要做的就是在着色器中链接一个物质并选择相应的输出通道。在物质设计器中可以定义任意数量的输出通道,这些输出通道可以在C4D的任何地方使用。

If a project is passed on (also via Team Render), the *.c4d project file as well as the (linked) Substance file must be included. The Save Project with Assets... function can be used to help gather linked Assets.

如果一个项目被传递(也是通过 Team Render) ,* 。必须包括 c4d 项目文件以及(链接的)实质文件。保存项目与资产... 功能可以用来帮助收集链接的资产。

Tip: 提示:
If the Standard Renderer is used to render an animation and grainy disruptions occur frequently, increase the antialiasing settings in the Render Settings menu (note also the Filter settings there). 如果使用标准渲染器渲染动画和颗粒状干扰频繁发生,增加渲染设置菜单中的反走样设置(注意那里的滤镜设置)

If defined accordingly in the Substance Designer, textures can also be loaded into Cinema 4D within the Asset and apply Nodes to them (you only have to use a Color Image Input node in the Substance Designer, which will be displayed as a loadable texture in the Asset’s Image Inputs tab.), through which innumerable effects can be created.

如果在物质设计器中相应地定义了纹理,那么纹理也可以在资产中加载到 Cinema 4D 中并对其应用节点(您只需在物质设计器中使用一个彩色图像输入节点,该节点将在资产的图像输入选项卡中显示为一个可加载的纹理)通过它可以产生无数的效果。

If animations play too slowly in the Viewport when using Substances, the following measures may help:

如果在使用物质时,Viewport 的动画播放速度过慢,以下措施可能会有所帮助:

Limitations

局限性

Substance Asset Manager

物质资产经理

Substance Asset

实质资产