Extensions

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Here you will find a description of shaders. What are shaders?

在这里你可以找到着色器的描述。什么是着色器?

Textures will not appear pixelated when zoomed in upon. 放大后的纹理不会显示像素 Shaders (also known as procedural textures) are more sophisticated than conventional textures. Shaders are computed using mathematical formulae, whereas conventional textures are pixel-based. One advantage of shaders is that they do not become pixelated when viewed close-up. 着色器(也称为程序纹理)比传统纹理更复杂。着色器使用数学公式计算,而传统的纹理是基于像素的。着色器的一个优点是,他们不成为像素时,看特写镜头

Shaders allow you to create textures that simply are not possible with texture maps or other methods. Things like volumetric woods, coloring based on Normals, Subsurface Scattering and more are just not achievable any other way. Although they can be complex, with a little practice and study, you should be creating new materials on your own using the shading engines very soon.

着色器允许你创建纹理,而这些纹理在纹理贴图或其他方法中是不可能的。比如木头的体积,基于法线的颜色,次表面散射等等,这些都是其他方法无法做到的。虽然他们可以是复杂的,与一点实践和研究,你应该创造自己的新材质使用阴影引擎很快。

Shaders are procedural, meaning that the color you see is calculated by a program based on the location in space and other factors in the scene. This allows them to do things not possible with texture maps because the shader knows things like light intensity, direction of the surface, where the camera is and so on, so it can use these things to change the surface. Shaders can also do things to change the way Cinema 4D would normally render a surface by changing illumination, surface Normals and more.

着色器是程序化的,也就是说你看到的颜色是由程序根据空间位置和场景中的其他因素计算出来的。这使得他们可以做一些纹理贴图无法做到的事情,因为着色器知道光线强度、表面的方向、相机的位置等等,所以它可以使用这些东西来改变表面。着色器还可以通过改变光照、表面法线等等来改变C4D 渲染表面的方式。

Cinema 4D distinguishes between two-dimensional and three-dimensional shaders. 3D shaders take an object’s volume into account, whereas 2D shaders and standard textures are simply applied to the object’s surface. 3D extensions are independent of the object’s geometry and the texture projection type (an exception is that UVW projection can be applied to volume shaders).

C4D 区分了二维和三维着色器。3D 着色器考虑了对象的体积,而2 d 着色器和标准纹理只是简单地应用到对象的表面。3D 扩展独立于对象的几何形状和纹理投影类型(例外是 UVW 投影可以应用于体积着色器)。

All parameters of 2D and 3D shaders can be animated in the usual way (using XPresso, the timeline, by right-clicking on the parameter, by Ctrl-clicking on the circle next to the parameter’s name and so on). 2D 和3D 着色器的所有参数都可以用通常的方式动画(使用 XPresso,时间轴,通过右键单击参数,通过 ctrl-鼠标点击参数名称旁边的圆圈等等)

Channel Shaders

频道着色器

Volumetric Shaders

体积着色器