Material Manager

材质管理器

Good materials are every bit as important to photorealism as good modeling. Using the Material Manager, you can accurately recreate any type of material.

对于照相写实主义来说,好的材质和好的造型同样重要。使用材质管理器,您可以准确地重新创建任何类型的材质。

A thumbnail is displayed for each material, which, by default, shows how the material looks when placed on a sphere in front of a striped background.

每个材质都会显示一个缩略图,默认情况下,这个缩略图会显示材质放置在条纹背景前面的球体上时的外观。

You can change the size of the thumbnails using the following commands on the Material Manager’s Edit menu: Mini Icons, Small Icons, Medium Icons and Large Icons.

你可以在材质管理器的编辑菜单中使用以下命令改变缩略图的大小: 迷你图标,小图标,中型图标和大图标。

When you select an object in the Object Manager, the thumbnails of materials it uses appear depressed in the Material Manager. If you select an individual Material tag, only the thumbnail of the material

当你在对象管理器中选择一个对象时,它使用的材质缩略图会在材质管理器中显示出来。如果您选择一个单独的材质标签,只有材质的缩略图

that is used by this tag appears depressed.

这个标签所使用的字符看起来是抑郁的。

To apply a material to an object, drag the material’s thumbnail from the Material Manager and drop it onto the desired object in the Object Manager or viewport. If you drop a material onto a Material tag, this material replaces the previous one.

要将一个材质应用到一个物体上,将材质的缩略图从材质管理器拖拽到物体管理器或视图窗口中想要的物体上。如果你把一个材质放到一个材质标签上,这个材质取代之前的那个。

If instead you drop a material onto an object name or onto an object in the viewport, a new Material tag is created. An object may have multiple Material tags, in which case the textures are layered one on top of the other. The right-most Material tag in the Object Manager is the top layer. Of course the Node Materials also offer numerous possibilities for stcking effects in layers (in doing so, multiple materials do not have to be assigned to the material - this can be done using a single Node Material.

相反,如果您将材质拖放到对象名称或视口中的对象上,则会创建一个新的 Material 标记。一个对象可能有多个 Material 标签,在这种情况下,纹理是一层叠在另一层之上的。对象管理器中最右边的 Material 标记是顶层。当然,节点材质也提供了多种可能性,在层(这样做,多种材质不必分配到材质-这可以做到使用单一节点材质。

In addition to any materials that are active, you can also select materials. The names of selected materials are displayed in red. The Material Manager’s commands operate on the selected materials only.

除了任何材质是活跃的,你也可以选择材质。所选材质的名称以红色显示。材质经理的命令只对选定的材质进行操作。

To edit a material, double-click its thumbnail. This opens the Material Preview window, which has its own preview picture. You can also edit the selected materials in the Attribute Manager. You can access many of the commands for materials via the context menu. To access this menu, right-click (Windows) or Command + click (Mac OS) a thumbnail. To delete a material, click its thumbnail and press Backspace or Delete.

要编辑材质,请双击其缩略图。这将打开“材质预览”窗口,该窗口有自己的预览图片。您还可以在属性管理器中编辑选定的材质。您可以通过上下文菜单访问许多材质命令。要访问此菜单,右键单击(Windows)或命令 + 单击(Mac OS)缩略图。若要删除材质,请单击其缩略图并按退格键或删除键。

Even after deleting a material, the mapping data for the Material tag is preserved.

即使在删除材质之后,Material 标记的映射数据也会被保留。

Active materials (drag a selection window or Shift+click (from-to selection or Ctrl+click to add or remove selected items)) can be moved (also to other layers) via drag & drop.

活动材质(拖动选择窗口或 Shift + click (从-到选择或按 Ctrl + 点击添加或删除选定项)可以通过拖放移动(也可以移动到其他图层)。

Multiple selection and the Reflectance channel (only Physical material)

多重选择和反射通道(只有物理材质)

Very complex reflectance settings can be defined in the Reflectance channel. Until now (pre-R18) the Reflectance channel’s settings were not displayed if multiple materials were selected, which meant that no common values/settings could be defined.

非常复杂的反射设置可以定义在反射通道。直到现在(pre-R18)反射通道的设置没有显示,如果多种材质被选择,这意味着没有共同的价值观/设置可以定义。

This now works if the conditions described below are met: when a material is selected, all other materials with the same Reflectance channel structure will be marked with a small rectangle:

如果满足下面描述的条件,现在就可以做到这一点: 当一种材质被选中时,所有其他具有相同反射通道结构的材质将被标记为一个小矩形:

These materials can then be edited simultaneously in this channel when they are all selected (in the Select menu you will find a command with which all similar materials can be selected). The following conditions must be met:

这些材质可以在这个频道同时编辑,当他们都被选中(在选择菜单中你会找到一个命令,所有类似的材质可以被选中)。必须满足下列条件:

The same number identical type of layers (Beckmann, Oren-Nayer, Lambert (Diffuse), Anisotropic, etc.) must exist in the same order. Then a common editing in the Material Editor or Attribute Manager can take place.

相同数量的相同类型的层(Beckmann,Oren-Nayer,Lambert (漫射) ,Anisotropic 等)必须以相同的顺序存在。然后在材质编辑器或属性管理器中进行常规编辑。

If the sequence or type or count differ, the settings will not be displayed.

如果序列、类型或计数不同,则不显示设置。

If you press the Alt key while dragging and dropping a material and drop the material onto another material, the latter will be replaced by the material dragged onto it. By pressing both Alt and Ctrl keys the latter material will be replaced by a copy of the material dragged onto it.

如果你在拖放一个材质的时候按 Alt 键,然后把材质拖放到另一个材质上,后者就会被拖放到上面的材质所替换。同时按下 Alt 和 Ctrl 键,后面的材质将被拖拽到上面的材质的副本替换。

The same applies to materials dragged from the Content Browser... onto other materials.

同样的道理也适用于从 Content Browser... 拖拽到其他材质上的材质。

Create Menu

创建菜单

Edit Menu

编辑菜单

Texture Menu

纹理菜单

View Menu

查看菜单

Selection Menu

选择菜单

Material Menu

材质菜单

Material Properties / Material Editor

材质属性/材质编辑器

Extensions

扩展

Material Nodes

材质节点