Volumetric Shaders
体积着色器
3D Shaders (you should differentiate between 2D / 3D Channel shaders (see 3D 着色器(你应该区分2D/3D 通道着色器(见Channel shaders 通道着色器) and the 3D shaders described here) are also called Volume shaders because they permeate an object’s volume and in essence come to light through its surface. This means that these shaders cannot be used in place of textures or be mixed with normal textures. 3D shaders are used to define a material directly. )和这里描述的3D 着色器)也被称为体积着色器,因为他们渗透到一个对象的体积和本质上来透过它的表面。这意味着这些着色器不能用来替代纹理,也不能与普通纹理混合使用。3D 着色器用于直接定义材质To create a material shader, choose the desired shader from the Material Manager’s Create / Shader sub-menu.
要创建材质着色器,请从材质管理器的创建/着色器子菜单中选择所需的着色器。
All Volume shaders can be positioned precisely by adjusting their texture axis system. By changing the texture axis’ length, the positioning can be modified (in addition to the modifications created by the shader settings).
所有体积着色器可以通过调整其纹理轴系统精确定位。通过改变纹理轴的长度,可以修改定位(除了由着色器设置创建的修改)。
All 3D Shaders can be applied to any 3D object. No seams will appear.
所有的3D 着色器都可以应用到任何3D 物体上,不会出现接缝。
Tip: 提示:前 SLA 体积着色器
Long-term users of Cinema 4D will remember the SLA volume shaders. Over time, these SLA shaders have become increasingly integrated into Cinema 4D. Although there are minimal differences between SLA extensions and standard shaders, SLA shaders still have unique features.
Cinema 4D 的长期用户会记得 SLA 体积着色器。随着时间的推移,这些 SLA 着色器已经越来越多地集成到Cinema 4d 中。尽管 SLA 扩展和标准着色器之间的差异很小,但是 SLA 着色器仍然具有独特的特性。
雾着色器
地形着色器
班兹着色器
丹尼尔着色器
梅布尔着色器