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:
- Call up the 打电话给Load Substances 装载物质 command (main menu: Extensions / Substance
Engine) and select a Substance file with the extension 命令(主菜单: Extensions/Substance Engine)并选择扩展名为 Substance 的文件*.sbsar * . sbsar.
- After the
file has been successfully loaded (Asset is loaded), a Substance Material will be created by default, which
can be assigned to objects (if the texture’s resolution is too low when rendered, select the corresponding
Asset in the Asset Substance Manager and modify the 文件成功加载后(加载资产) ,默认情况下会创建一个物质材质,该物质材质可以分配给对象(如果渲染时纹理的分辨率太低,在资产物质管理器中选择相应的资产并修改Width 宽度 and 及Height 身高 values accordingly). 相应的价值)
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 Asset Manager 物质资产经理: Contains all loaded Assets and manages these (main menu:
Pipeline / Substance Engine) : 包含所有已加载的资产并管理它们(主菜单: Pipeline/Substance Engine)
- Substance Asset 实质资产: Displays the Asset
settings of the Assets selected in the Substance Asset Manager in the Attribute Manager : 在属性管理器的物质资产管理器中显示所选资产的资产设置
- Substance shader 物质着色器: Defines the Asset output channel for the intended purpose. : 为预期目的定义资产输出通道
In
addition there are Substance-specific settings in the main Preferences menu. 此外,在主偏好设置菜单中还有物质特定的设置
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:
- Make sure that the 确保Cache Shaders for Viewport 用于 Viewport 的缓存着色器 option is enabled in the Preferences
menu 选项在首选项菜单中启用
- Disable the 关闭Animate Preview 动画预览 in the Substance material ( 在物质材质(Editor 编辑
tab). 标签)
- Make sure that the asset’s texture resolution (most often in the 确保资产的纹理分辨率(最常见于Basic
Properties 基本属性 tab) is the same as that of the material ( 标签)与材质的标签相同(Display 展示 tab) (this
point does not apply if the option mentioned above is enabled). 选项卡)(如果启用了上面提到的选项,则此点不适用)
Limitations
局限性
- Cineware cannot use Substance files that lie in the Cinema 4D search path (i.e., saved with relative
paths). An absolute path is required. Move the Substance files to a separate path and re-link
them. Cineware 不能使用位于 Cinema 4D 搜索路径中的 Substance 文件(即,用相对路径保存)。需要一条绝对路径。移动实质文件到一个单独的路径,并重新链接他们
- All Substance Designer parameters can be exposed but there are several that cannot be
interpreted outside of the Substance Designer, which means that they will not be recognized by Cinema 4D
(a list of these settings can be found in the Substance Designer Documentation). The following parameter types
are affected (the corresponding Nodes are in parentheses): 所有物质设计器参数都可以公开,但有几个参数不能在物质设计器之外进行解释,这意味着它们不会被 Cinema 4D 识别(这些设置的清单可以在物质设计器文档中找到)。下列参数类型受到影响(对应的节点在括号中) :Gradient Ramp 坡度坡道
(Gradient Map node), (渐变图节点) ,Color Mode 色彩模式 (Uniform Color, Gradient Map nodes, FX-Map, Pixel
Processor), (统一颜色,渐变映射节点,fx-Map,像素处理器) ,Blending Modes 混合模式 (Blend node, FX-Map node), (混合节点,FX-Map 节点) ,Quadrant node / Patterns 象限节点/模式 (FX-Map node: Quadrant), (FX-Map 节点: 象限) ,Quadrant node /
Input Image Alpha 象限节点/输入图像 Alpha (FX-Map node: Quadrant) and (FX-Map 节点: 象限)和Quadrant node / Input Image
Filtering 象限节点/输入图像滤波 (FX-Map node: Quadrant). (FX-Map 节点: 象限)
- Substance textures cannot be edited in BodyPaint 3D due
to licensing reasons. Materials can therefore not be activated for painting (which is the case if a material
contains a Substance shader) 由于许可的原因,在 BodyPaint 3D 中不能编辑物质纹理。材质因此不能被激活的绘画(这是情况下,如果材质包含一个物质着色器)
Substance Asset Manager
物质资产经理
Substance Asset
实质资产