Sub-polygon Displacement

亚多边形位移

Solar eclipse in Friedrichsdorf, Germany: the displacement texture on the left (color texture not pictured) is responsible for the SPD on the right. The height of the SPD has been exaggerated for illustrative purposes. 腓特烈斯多夫的日食: 左侧的位移纹理(颜色纹理未见图片)负责右侧的 SPD。为了说明问题,社民党的高度被夸大了

In principle, sub-polygon displacement (referred to as SPD in the following text) is similar to displacement: an object is deformed during rendering based on a texture’s grayscale palette or, in some modes, color palette. The trick lies in the object’s own internal, adjustable and relatively high subdivision, which allows for very detailed structures without having to actually subdivide the object permanently. In many cases, it is impossible to achieve the same degree of detail through modeling because too much memory would be required.

原则上,亚多边形位移(在下面的文本中称为 SPD)类似于位移: 在渲染过程中,基于纹理的灰度调色板或在某些模式下的调色板,对象会发生变形。技巧在于对象自身内部的、可调整的和相对较高的细分,这允许非常详细的结构,而不必实际永久细分对象。在许多情况下,不可能通过建模实现同等程度的细节,因为将需要太多的内存。

In fact, you can use a texture (you can use 16-bit TIFF images) to add an extremely high level of detail to an object that has comparatively few polygons.

实际上,您可以使用纹理(您可以使用16位 TIFF 图像)为具有相对较少多边形的对象添加极高级别的细节。

Cinema 4D uses an advanced memory management system in order to be able to render highly subdivided objects via SPD. SPD adds to the render time, since rendering real geometry using sufficient memory is, with few exceptions, always faster than rendering virtual polygons.

Cinema 4D 使用先进的内存管理系统,以便能够通过 SPD 渲染高度细分的对象。SPD 增加了渲染时间,因为使用足够的内存渲染真实的几何图形总是比渲染虚拟多边形快,几乎没有例外。

If you have previously used bump maps, you can now use the maps with SPD on the displacement page instead of in the bump channel for better results in most cases. 如果您以前使用过凹凸贴图,那么现在可以在位移页面上使用 SPD 贴图,而不是在凹凸通道中使用,从而在大多数情况下获得更好的结果 Since SPD is calculated during the rendering process — as is the case with normal displacements — it is not possible to create geometry via Current State to Object. 由于 SPD 是在绘制过程中计算出来的ーー就像有正常位移的情况一样ーー因此不可能通过当前状态到对象来创建几何体

SPD offers the following advantages:

社民党有以下优点:

Don’t forget that Cinema 4D has shaders that can be animated to create sophisticated animations. Combine different animated noise shaders with the level shader to create a moving ocean surface, for example. 别忘了,Cinema 4D 有着色器,可以通过动画创建复杂的动画。结合不同的动画噪音着色器与水平着色器创建一个移动的海洋表面,例如

You will find the SPD settings on the Displacement tab in the Material Editor or Attribute Manager. There is also an option in the Preferences menu Displacement (MB) that controls the amount of memory assigned to SPD.

您将在 Material Editor 或 Attribute Manager 的 Displacement 选项卡上找到 SPD 设置。在 Preferences 菜单位移(MB)中还有一个选项,控制分配给 SPD 的内存量。