Field

田野调查

What are Fields?

什么是田野?

Imagine Fields as a spatial distribution of strength values that control an effect.

将字段想象为控制效果的强度值的空间分布。

Something like a three-dimensional Noise that defines the strength of an effect using its grayscale gradient. The effect is strongest where the Noise is white and weakest where it’s black, and the grayscale values having a corresponding influence. The simplest Field is the Spherical Field:

类似于三维噪声的东西,它使用灰度梯度来定义效果的强度。当噪声为白色时效果最强,当噪声为黑色时效果最弱,灰度值对噪声有相应的影响。最简单的场是球面场:

The default Spherical Field’s strength is greatest at its origin and diminishes outwards linearly to 0. 默认球场的强度在它的起点是最大的,向外线性减少到0 Tip: 提示:
Of course, the shape is not restricted to a sphere: Various shapes are available. You can use custom shapes or spatial Noises and much more. Furthermore, the distribution of values is not restricted to a range between 0 and 1, and the inner to outer value range does not have to be linear. Almost all settings can be customized. Fields can not only use values (Value channel) but also colors (see, for example, 当然,形状不限于球体: 有各种形状可供选择。您可以使用自定义形状或空间噪音和更多。此外,值的分布不限于0到1之间的范围,内外值的范围也不一定是线性的。几乎所有的设置都可以定制。字段不仅可以使用值(值通道) ,还可以使用颜色(例如,参见,Color Mode 色彩模式) or orientation (see )或方向(见Field Force 野战部队 or Direction 方向).

What is the spatial distribution of values good for? This distribution of values can, for example, be used by MoGraph Effectors to control the spatial strength of their effect (e.g., Y-offset of clones by 100cm or rotation of 30°, etc.). Or the Bend deformer uses a Field whose values define the strength of deformation for each object point position to be deformed. Below you will find a description of what Fields can be used to affect.

价值观的空间分布有什么好处?例如,MoGraph 效果器可以使用这种值的分布来控制其效果的空间强度(例如,克隆的 y 偏移100厘米或旋转30 ° 等)。或者弯曲变形器使用一个场,其值定义了每个物体点位置变形的强度。下面你将看到一个关于字段可以用来影响的描述。

Spatial strength values will be made available primarily by the Fields mentioned above. Values from other objects and tags can also be used, for example:

空间强度值将主要由上面提到的字段提供。来自其他对象和标签的值也可以使用,例如:

These Fields and tags can be placed in ,Field lists’ (setting name Field or Fields). These can most often be found in objects or tags with an object/tag named ,Falloff’ or ,Fields’ (where they can be blended with each other. More info about this here.) These can, in part, also be converted into each other: e.g., a Spherical Field can be used to assign values to a Vertex map or Polygon Selection tag; or a Polygon Selection tag can be converted to a Vertex map or vice-versa.

这些字段和标签可以放在“字段列表”中(设置名称“字段”或“字段”)。这些通常可以在对象或标记中找到,这些对象或标记的名称为 Falloff’或 Fields’(在这些对象或标记中,它们可以相互混合。更多信息请点击这里。)在某种程度上,它们也可以相互转换: 例如,一个球形字段可以用来给顶点映射或多边形选择标签赋值; 或者一个多边形选择标签可以转换为顶点映射,反之亦然。

Tip: 提示:
When learning how to use Fields you can assign a Spherical Field to a Plain Effector, for example, and then combine multiple Spherical Fields and observe the effect this has. Try out other Fields and modification layers and observe their effect. 当学习如何使用字段,你可以分配一个球形领域的普通效果,例如,然后结合多个球形领域,并观察其效果。尝试其他领域和修改层,并观察他们的效果

Finally, test the effect (without an Effector) on less obvious elements (see below) such as tags, Deformers, etc. This is the best way to master the art of using the powerful and at times complex Fields. It’s worth the effort.

最后,测试效果(没有效果器)对不太明显的元素(见下文) ,如标签,变形等。这是掌握使用强大有时甚至是复杂的磁场的艺术的最好方法。这是值得努力的。

What do Fields affect?

字段影响什么?

Fields can be used to affect the following elements (these each have a Field list with a list named Field or Fields):

字段可用于影响以下元素(这些元素都有一个 Field 列表,其中列表名为 Field 或 Fields) :

Fields go much farther in their functionality than before and are not at all restricted to use with MoGraph elements.

字段在其功能上比以前走得更远,并且根本不限于与 MoGraph 元素一起使用。

Fields can, for example:

例如,Fields 可以:

… and so on. To sum it up: the settings of various elements can affect one another and in part even be converted into one another (e.g., tag to tag).

诸如此类。总而言之: 各种元素的设置可以相互影响,甚至可以部分地转换为另一个元素(例如,标签到标签)。

Fields can be used to affect many elements. Not pictured is the XPresso Falloff node, which makes the Field function available to even more areas in Cinema 4D. 字段可以用来影响许多元素。没有图片是 XPresso Falloff 节点,这使得场功能可用于更多的地区在Cinema 4d

This diverse range of effects makes it possible for Fields to affect many areas simultaneously. In the following image, 1 Field is controlling each of the Vertex Color tags and the Vertex Color tag in turn textures the sphere via a Vertex Map shader and also colors the matrix using a Plain Effector.

这种不同的影响范围使得磁场可以同时影响许多地区。在下面的图像中,1字段控制每个顶点颜色标签和顶点颜色标签,通过顶点地图着色器的球面纹理,并使用一个普通效果器的颜色矩阵。


How are layers blended?

图层是如何混合的?

Tip: 提示:
The description below is based on MoGraph functions for better illustration. 下面的描述基于 MoGraph 函数,以便更好地说明

For other areas of use, simply imagine simple masked object points (e.g., Deformers) or point weighting (e.g., Vertex Maps) instead of offset clones.

对于其他应用领域,只需想象简单的屏蔽对象点(例如,Deformers)或点权重(例如,Vertex Maps) ,而不是偏移克隆。

Blending colors and vectors is done analogously.

混合颜色和矢量是类似地完成的。

Since several Fields can be implemented simultaneously, they have to be combined with one another. This is done as follows in the respective Field list:

由于多个字段可以同时实现,因此它们必须相互结合。这项工作在相应的外地清单中如下:

The arrangement of the 4 Fields (disabled here) on a Matrix object. 矩阵对象上的4个字段的排列(在此处禁用)

Pictured is a Matrix object that is affected by 4 Fields (the Fields are in a Plain Effector that raises the clones by 100cm, the value trim for the Field list from 0%-100% is disabled; Icon bottom right). Note the various Blending modes (strength always set to 100%).

图片是一个矩阵对象,受到4个字段的影响(字段在一个普通效果器中,提高克隆100厘米,字段列表的值修剪从0%-100% 被禁用; 图标右下)。注意各种混合模式(强度总是设置为100%)。

The most important Blending modes. 最重要的混合模式

What exactly do the Blending modes calculate?

混合模式到底是怎么计算的?

Example: 2 intersecting Spherical Fields:

例如: 两个相交的球面场:

The spread of values for the radius (this way the 1 does not have to begin at the center - and it can, for example, be a 3 instead of 1) can be defined using the settings in the Remapping tag. 可以使用 Remapping 标记中的设置来定义半径的扩展值(这样1就不必从中心开始——例如,它可以是3而不是1)

The red position lies within both Fields. A value can be ascertained (sampled) for each Field. The Spherical Field a ascertains a value of 0.1 and the Spherical Field b a value of 0.6. Both of these values will - depending on the Blending mode defined - be added, subtracted, multiplied, etc. Imagine many clone or point positions to be sampled for the red position, to which a corresponding effect will be added.

红色位置位于两个字段之间。可以确定每个字段的值(取样)。球场 a 确定值为0.1,球场 b 确定值为0.6。这两个值将-取决于混合模式定义-被添加,减去,乘等。想象许多克隆或点位置被取样为红色位置,其中将添加相应的效果。

Of course, there are not only geometric Fields. There are also others such as the Step Field, which does not ascertain values from the center to an outer radius but does so based on the numbering of object points or clone numbers. Other Fields ascertain a value from animation times and the Random Field calculates random values.

当然,不仅仅是几何场。还有其他一些方法,比如 Step Field,它不确定从中心到外部半径的值,而是根据对象点的编号或克隆编号来确定。其他字段通过动画时间确定值,随机字段计算随机值。

All of these Fields’ values are combined to an overall result to create a final effect.

所有这些字段的值组合成一个整体结果,以创建最终效果。

Sub-Fields

附属领域

Sometimes you will find drop-down sub-folders for certain Fields or Layers (e.g., Radial Field or Time Layer), as in the example below for the Time Field Layer:

有时你会发现某些字段或图层的下拉子文件夹(例如,径向场或时间层) ,如下面的例子中的时间场层:

This sub-folder can even be made a subordinate of a sub-field. Explicitly for this value (and not for the entire layer), separate Fields can be defined that only affect the distribution of values for this setting.

这个子文件夹甚至可以作为下属的一个子字段。可以为此值(而不是整个层)显式定义单独的字段,这些字段只影响此设置的值分布。

If the Field objects in the Object Manager are selected, these will have an additional tab with the name of the sub-field setting to be affected. This does not apply to Field and Modifier Layers because these are not listed as separate objects in the Object Manager and only exist in the Fields list. It doesn’t make a difference if you generate sub-fields for Field objects via this tab or directly in the Fields list - both lists are identical/synchronized and only look differently.

如果选择了对象管理器中的 Field 对象,那么这些对象将有一个附加选项卡,其中的子字段设置的名称将受到影响。这不适用于字段和力场层,因为它们没有在对象管理器中作为单独的对象列出,只存在于字段列表中。如果您通过这个选项卡为 Field 对象生成子字段,或者直接在 Fields 列表中生成子字段,这并不会有什么不同——这两个列表是相同的/同步的,只是外观不同。

Shift + clicking on a sub-folder will make newly created Fields and Layers subordinate to this folder.

移动 + 点击子文件夹将使新创建的字段和图层从属于这个文件夹。

Compared to Cinema 4D R20, you have a much better overview of the sub-fields being used.

与 Cinema 4D R20相比,您可以更好地了解所使用的子字段。

Example

例子

Here, a Random Field affects a Decay layer. In this case, the 在这里,随机场影响一个衰变层。在这种情况下,Effect Strength 效果强度 setting varies for each element. 每个元素的设置都不同

General Tips and Tricks

一般技巧

’Reading’ a Field scene

“阅读”田野场景

If you open a scene that contains multiple Fields, it can be difficult to understand because of the many dependencies that cannot be sorted out in the Object Manager. In this case you can do the following:

如果你打开一个包含多个字段的场景,由于许多依赖关系在对象管理器中无法排序,所以很难理解。在这种情况下,你可以做以下事情:

Fields and MoGraph Effectors

字段和 MoGraph 效果器

General

常规

Fields are a further development of the falloff function, e.g., for Effectors, from previous Cinema 4D versions (<R20): By moving the falloff, position, expansion and other new functions to Fields, these can in turn be linked with any Effector:

字段是 falloff 功能的进一步发展,例如,对于效果器,从以前的 Cinema 4D 版本(< R20) : 通过移动 falloff,位置,扩展和其他新功能到字段,这些可以反过来与任何效果器链接:

By separating the functions that define falloff to different Fields, you gain wide-ranging control over the Effectors’ effect. 通过将定义 falloff 的函数分离到不同的字段,您可以获得对效果器效果的广泛控制

New workflow for falloff

新的减少工作流

The old falloff types (and many more) can be found as a Field in the Field list. If the list is left empty, no restrictions will be applied. Noise is captured in the Random Field. To establish a source (e.g., a polygon object/Generator, spline or Emitter), simply drag the respective object into the Field list. 旧的 falloff 类型(以及许多其他类型)可以作为 Field 列表中的 Field 找到。如果列表为空,则不应用任何限制。噪声在随机场中被捕获。要建立一个源(例如,一个多边形对象/生成器,样条或发射器) ,只需拖动相应的对象到字段列表中

The Plain Effector can now be used to create multiple effects. All you have to do is feed it with the respective Fields or layer effects. The following Effectors can be replaced by a Plain Effector with the corresponding Field:

平原效果器现在可以用来创建多重效果。你所要做的就是给它输入相应的字段或图层效果。下列效果器可以被具有相应字段的普通效果器替换:

All other Effectors offer functions that - currently - cannot be entirely generated by such combinations. The Random Effector, for example, appears to be able to be replaced by the Random Field at first glance. However, contrary to the Random Effector, the Random Field cannot create separate random values for X, Y and Z (the X, Y and Z coordinates would, for example, be 354, 354, 354 or 23, 23, 23 and so on (i.e., identical)).

所有其他效果器提供的功能——目前——不能完全由这些组合产生。例如,乍一看,随机效果器似乎可以被随机场所取代。然而,与随机效果器相反,随机场不能为 x、 y 和 z 创建单独的随机值(例如,x、 y 和 z 坐标将为354、354、354或23、23、23等等(即相同))。

It’s basically easier to understand working with Fields and Plain Effectors than with Fields and old Effectors (e.g., Random Effector with a Random Field) even though such combinations will also work.

基本上,使用字段和普通效果器比使用字段和旧效果器(例如,使用随机字段的随机效果器)更容易理解,即使这样的组合也可以使用。

Loading old MoGraph scenes (< Cinema 4D R20)

加载旧的 MoGraph 场景(< Cinema 4D R20)

Old MoGraph scenes will be loaded with unmodified Effectors - with the old Falloff tab - so that they work as usual (the description for the old Falloff tab is, however, no longer present in the documentation).

旧的 MoGraph 场景将装载未经修改的效果器——使用旧的 Falloff 标签——以便它们能够正常工作(然而,旧的 Falloff 标签的描述不再出现在文档中)。

Tip: 提示:
We recommend switching to the Field workflow since all old Falloff functions will not be supported much longer (BTW: as soon as you get used to the Fields you probably won’t want to go back to the old system anyway). 我们建议切换到字段工作流,因为所有旧的 Falloff 函数将不会被支持很长时间(顺便说一句: 一旦你习惯了字段,你可能不想回到旧的系统)

A Switch to Field button will be displayed in the Falloff tab with which the Effector will be switched to Fields (cannot be undone). However, old Falloff settings will not automatically be assumed. These must be recreated using Fields, which can be done quite easily (see New Falloff workflow) since the shape Fields have the same names.

一个切换到字段按钮将显示在 Falloff 标签,效果器将切换到字段(不能被撤销)。但是,旧的 Falloff 设置将不会自动被假定。这些必须使用 Fields 重新创建,这可以很容易地完成(请参阅 newfalloff 工作流) ,因为 Fields 的形状具有相同的名称。

When an old scene is loaded: old Falloff tab

当一个旧的场景被加载: 旧的 Falloff 标签

When a new Effector is created: new tab with Field list

当一个新的效果器被创建: 带有字段列表的新标签

Colors

颜色

If coloring using Effectors was not so clear in previous versions of Cinema 4D, it is now. Now, Fields are used to define the colors and do the coloring. In the Effector itself, make sure that Fields Color is selected in the Parameter tab’ Color menu.

如果使用效果器着色在先前的C4D版本中不是那么清晰的话,现在就是了。现在,字段用于定义颜色和着色。在 Effector 本身中,确保在 Parameter 选项卡的 Color 菜单中选择 Fields Color。

How do Fields create colors? Most fields apply spatial effect fields with which an effect is controlled. Imagine the distribution of the effect as a grayscale Gradient. These levels of gray can now be converted to colors using remapping. All Fields have a Color Remap tab with settings that can be used to control coloring. The levels of gray can then be replaced with an individual color or a color range (similar to the Colorizer shader) and passed on to the Effector.

字段如何创建颜色?大多数场应用空间效果场来控制效果。把效果的分布想象成一个灰度梯度。这些灰度级别现在可以通过重新映射转换为颜色。所有字段都有一个颜色重新映射选项卡的设置,可用于控制着色。灰色的等级可以被替换为一个单独的颜色或一个颜色范围(类似于着色器着色器) ,并传递到效果器。

A few special Fields also exist that do not create colors based on their effect strength but do so in a different way. These are, for example, the Shader, Sound and Random Fields as well as tags that have their own colors (e.g., Vertex Color tag). These can pass on colors directly to the Effector - without having to use color remapping.

一些特殊的字段也存在,它们不会根据效果强度来创建颜色,而是以一种不同的方式来创建。这些标签包括着色器、声音和随机字段,以及有自己颜色的标签(如顶点颜色标签)。这些可以传递的颜色直接到效果器-无需使用颜色重新映射。

On the left a Box Field colors a group of clones using its quantized values; on the right is a Vertex Color tag painted onto a sphere and a group of clones. A Plain Effector is used in both examples. 左边的 Box Field 是一组使用量化值的克隆,右边是一个 Vertex Color 标签,绘制在一个球体和一组克隆上。在这两个例子中都使用了普通效果器

In the Effector’s Field list, the colors of multiple Fields can be combined with different blend modes.

在效果器的字段列表中,多个字段的颜色可以与不同的混合模式相结合。

On the following pages you will find descriptions of all elements that can be added to the Field list.

在下面的页面中,您将找到可以添加到字段列表中的所有元素的描述。

The term Values on the following pages refers to the 3 channels Values, Colors and Direction, which can be used to affect Fields and layers.

以下页面中的术语值指的是3个通道值、颜色和方向,它们可以用来影响字段和图层。

Field Objects

字段对象

Field Layers

字段层

Modifier Layers

力场层

Other Objects

其他物件