OBJ Import 深圳市欧比杰进出口有限公司Presets 预设Geometry 几何学Material 材质Animation 动画Optional 可选的

Material

材质

Material

材质

Materials and texture paths in the OBJ format will be defined in a separate file (*.mtl). Here you can define if and how materials should be imported. Many times it’s important to correctly import the material assignments so they can subsequently be replaced by other/better materials (the material channels cannot be transferred loss-free).

OBJ 格式的材质和纹理路径将在一个单独的文件中定义(*)。Mtl).在这里,您可以定义如果和如何材质应该导入。很多时候,正确导入材质分配是非常重要的,这样它们随后就可以被其他/更好的材质所替代(材质渠道不可能无损地转移)。

Imported materials will be assigned directly via Material tag (UVW projection) an, if necessary, with the help of Polygon Selection tags. This is done in the following ways:

进口材质将直接通过材质标签(UVW 投影)分配,如果有必要,借助于多边形选择标签。这可以通过以下方式实现:

No Material

没有材质

No *.mtl files will be read and no materials will be imported.

不会读取 * . mtl 文件,也不会导入任何材质。

One Default Per Object

每个对象有一个默认值

One material is created per imported object (the material color can be affected using the Default Material setting described below).

每个导入对象创建一个材质(材质颜色可以使用下面描述的默认材质设置来影响)。

Import .MTL File

导入.MTL 文件

Enable this option if the corresponding *.mtl file should also be loaded. Materials and textures will, for the most part, be imported as they are in the source file.

如果对应的 * 。Mtl 文件也应该加载。在大多数情况下,材质和纹理会按照它们在源文件中的位置导入。

If no *.mtl file (or object with no materials) is found, the Default Material setting will define the material colors.

如果没有找到 * . mtl 文件(或没有材质的对象) ,则默认材质设置将定义材质颜色。

Import Names Only

只输入名称

Only the material names and polygon assignments in the OBJ file will be imported. Corresponding material properties (color, textures, etc.) will not be imported. The materials created will assume the color defined by the Default Material setting.

只有 OBJ 文件中的材质名称和多边形分配将被导入。相应的材质属性(颜色、纹理等)不会导入。创建的材质将采用默认材质设置定义的颜色。

Default Material

默认材质

If Material is set to One default per object, you can define which color the material should have:

如果材质设置为每个对象一个默认颜色,你可以定义材质应该具有的颜色:

Material Mix Mode

材质混合模式

When textures are imported, this selection menu defines how the Mix Mode (e.g., in the Color channel) will be set in each material channel. The default setting is Normal.

当导入纹理时,这个选择菜单定义如何在每个材质通道中设置混合模式(例如,在颜色通道中)。默认设置为“正常”。

The purpose for this selection menu: Programs such as Maya set the color in the respective channels to black if textures are used. The OBJ specification also defines the mix mode Multiply. In spite of the texture, both of these combined would be black in Cinema 4D. The Normal setting would make the texture visible.

这个选择菜单的目的: 程序,如玛雅设置颜色在各自的渠道黑色,如果纹理使用。OBJ 规范还定义了混合模式 Multiply。尽管有质感,但在C4D 中这两种颜色都是黑色的。“正常”设置将使纹理可见。

Invert Transparency

转换透明度

Enabling this option might help if odd effects occur with regard to transparencies upon import (the material is too transparent or completely transparent when imported). It can occur that an application outputs transparencies inversely or interprets them so. If this option is enabled, the Transparency channel’s Brightness will be inverted (if 90% is defined in the OBJ file, Cinema 4D will define 10%). With this option disabled, 90% will also be defined in the Transparency channel.

如果在导入透明度方面出现奇怪的效果(导入时材质过于透明或完全透明) ,启用此选项可能会有所帮助。应用程序可能会反向输出或解释透明信息。如果启用此选项,则透明通道的亮度将被反转(如果在 OBJ 文件中定义了90% ,Cinema 4D 将定义10%)。禁用此选项后,90% 也将在透明度通道中定义。