Individual Assets

个人资产

In the Asset list you will find numerous included assets, which can be used to create both materials and polygonal objects.:

在资产列表中,你会发现许多包含的资产,它们可以用来创建材质和多边形对象:

All assets are split into different categories. Note that you can add categories yourself with your own assets.

所有资产都被分成不同的类别。注意,您可以自己添加类别与您自己的资产。

Tip: 提示:
Only the basic Nodes are described. Several Asset Nodes are created uding Basic Nodes and are themselves not described. These assets can be converted to groups using the 只描述基本节点。根据基本节点创建了几个资产节点,它们本身没有进行描述。方法将这些资产转换为组Asset to Group 资产转集团 command, You can also view the contents of these groups to see how they were composed and linked (e.g., Grass or Step Nodes) . 命令,您还可以查看这些组的内容,以查看它们是如何组合和链接的(例如,Grass 或者 Step Nodes) Tip 2.: 小贴士2:
Some of the followng Nodes such as Thinfilm, Ambient Occlusion, etc. in part have the same settings as existing respective shaders. It can be worth your while to take a look at the sample images there. 一些下面的节点,如薄膜,环境遮挡等,在某种程度上有相同的设置作为现有的各自的着色器。它可以值得您的时间来看看样本图像那里

Note also that many Nodes in the different Node Editors - that themselves cover different function areas - work the same (e.g., Math Nodes) but other Nodes can only be used in the Scene Node Editor and have no function in the Material Node Editor. The Asset List is therefore filtered and only those Node listed that can be used in the respective function area.

还要注意,不同节点编辑器中的许多节点——它们自己覆盖不同的功能区域——工作方式相同(例如,Math 节点) ,但是其他节点只能在场景节点编辑器中使用,在 Material Node 编辑器中没有任何功能。因此,资产列表被过滤,并且只有列出的那些 Node 可以在各自的功能区域中使用。

2D

2 d

Array

数组

Effectors

效果器

Color

颜色

Fields

田野

Flow Control

流程控制

Generator

发电机

Geometry

几何学

Info

信息

Context

背景

Conversion

转换

Material

材质

Math

数学

Surface

表面

Operators

操作员

String

字符串

Uncategorized

未分类

Utility

实用性

Distribution

分布情况