Material Nodes
材质节点
With the introduction of Cinema 4D Release 20, materials can also be made up of node-based networks. This offers hitherto unknown possibilities for creating materials.
随着 Cinema 4D Release 20的引入,材质也可以由基于节点的网络组成。这为制造材质提供了前所未有的可能性。
A Node Material integrates almost seamlessly into the old material system. Many material channels no longer exist because nodes are based on a physically-correct concept (which is why, for example, the Environment channel no longer exists, which itself was a "cheap trick" that simulated real reflections), whereby other material tabs such as Basic, Illumination, Editor and Assign are still available..
节点材质几乎无缝集成到旧的材质系统。许多材质通道不再存在,因为节点基于一个物理上正确的概念(这就是为什么,例如,环境通道不再存在,这本身就是一个模拟真实反射的“廉价技巧”) ,其他材质选项卡,如基本,照明,编辑器和分配仍然可用。.
This makes it possible for Node Materials to work with the usual renderers.
这使得 Node Materials 可以与通常的渲染器一起工作。
Please note the Node-Space. If you’ve created a Node Material with an external renderer, this will not, for example, work with the Physical Renderer. The Node Editor will remain empty if the Node Space does not fit. Node Materials that don’t work with the current Node Space will have a warning icon next to them.
请注意节点空间。例如,如果您已经使用外部渲染器创建了一个 Node Material,那么这将不能使用 Physical Renderer。如果节点空间不适合,节点编辑器将保持空白。不能使用当前节点空间的节点材质将在它们旁边有一个警告图标。
Everything you need to know about Node Materials can be found in the following sections.
您需要了解的关于 Node Materials 的所有信息都可以在以下章节中找到。
General information about the node-based material system
基于节点的材质系统的一般信息
The node-based material system introduced in Cinema 4D R20 is a universal material system that can be used alternatively to the standard or physical material systems. It can in particular be used to define complex material properties that cannot be realized using other material systems.
在 Cinema 4D R20中引入的基于节点的材质系统是一个通用的材质系统,可以替代标准或物理材质系统使用。它尤其可以用来定义复杂的材质特性,而这些特性是其他材质系统无法实现的。
This is possible because the Nodes, among other things, evaluate information supplied by the render samples and integrate this information into the calculation of the material. The Node system also uses physically-based BSDF shading, which – comparable with a physical material – calculates diffuse shading using dispersed reflections.
这是可能的,因为节点,除其他事情外,评估由渲染样本提供的信息,并将这些信息集成到材质的计算中。节点系统还使用物理基础的 BSDF 阴影,可与物理材质相比,使用分散的反射计算漫射阴影。
The anacronym BSDF stands for Bidirectional Scattering Distribution Function – a method that emulates the physically correct transmission and reflection behavior of surfaces, i.e., reflections and transparencies are rendered realistically.
首字母缩略词 BSDF 代表双向散射分佈函数-- 一种模拟表面物理上正确的传输和反射行为的方法,即,反射和透明被实际渲染。
To make it easier to get started with the new material system, a Uber material, which can be created from the Material Manager’s Create/Materials menu, can be used which is based on nodes but makes many of the channels and options used by other material systems available.
为了更容易开始使用新的材质系统,可以从材质管理器的创建/材质菜单创建 Uber 材质,可以使用基于节点的优步材质,但是可以使用其他材质系统使用的许多通道和选项。
A Node Material integrates almost seamlessly into the old material system. Many material channels no longer exist because nodes are based on a physically-correct concept (which is why, for example, the Environment channel no longer exists, which itself was a "cheap trick" that simulated real reflections), whereby other material tabs such as Basic, Illumination, Editor and Assign are still available.
节点材质几乎无缝集成到旧的材质系统。许多材质通道不再存在,因为节点基于一个物理上正确的概念(这就是为什么,例如,环境通道不再存在,这本身就是一个模拟真实反射的“廉价技巧”) ,其他材质选项卡,如基本,照明,编辑器和分配仍然可用。
When texturing a scene using a node-based materials, the following information is important:
当使用基于节点的材质绘制场景时,以下信息非常重要: