Field
田野调查
类型
The Field type can be changed here. The settings will change accordingly in the Field menu. Any layer settings that were defined in the Field list, such as Remapping or color settings, will be maintained.
字段类型可以在这里更改。设置将在“字段”菜单中相应更改。字段列表中定义的任何图层设置,如重新映射或颜色设置,都将得到维护。
These settings should be familiar to you from the Shader Effector or Displace object.
这些设置应该是你熟悉的着色器效果或替换对象。
频道
There are basically two methods of projecting a texture onto an element (using the Shader Field:
基本上有两种将纹理投影到元素上的方法(使用着色器字段:
Select a material channel. An additional Material tag field will be displayed. Drag any texture into this field from the Object Manager. The texture will now be applied by the corresponding material’s selected Material Channel.
选择一个材质通道。将显示一个额外的 Material 标记字段。将任何纹理从对象管理器拖动到此字段中。纹理现在将应用相应的材质的选择材质通道。
编辑
Clicking on this button will make the settings of the corresponding shader available in the Attributes Manager.
点击这个按钮将使相应的着色器的设置在属性管理器中可用。
材质标签
If a material channel is selected, this field will be made available, into which you can place a Material tag.
如果选择了材质通道,该字段将可用,您可以在其中放置一个材质标记。
着色器
If you select Custom as your shader mode a texture selection menu will be made available. Select a bitmap or Shader for the Field to use. Using the Material tag method is recommended because it offers better results and can be used in conjunction with the texture tools (see also Texture) to adjust the texture coordinates interactively.
如果您选择自定义作为您的着色模式,纹理选择菜单将可用。为字段选择一个位图或着色器。建议使用材质标签方法,因为它可以提供更好的结果,并且可以与纹理工具(参见纹理)结合使用,以交互式地调整纹理坐标。
Mapping
地图
OffsetU[-∞..+∞]
OffsetV[-∞..+∞]
LengthU[-∞..+∞%]
LengthV[-∞..+∞%]
OffsetU [-∞ . . + ∞] OffsetV [-∞ . . + ∞] LengthU [-∞ . . + ∞% ] LengthV [-∞ . . + ∞% ]
If Custom is selected as the shader type, several parameters will be made available that can be used to move (Offset) or scale (Length) the texture within the UV coordinates. For Noise Shaders UV (2D) should be selected in the Space setting.
如果选择自定义作为着色器类型,几个参数将可用于移动(偏移)或缩放(长度)纹理在紫外线坐标。对于噪声着色器 UV (2D)应该在空间设置中选择。
瓷砖
Use this setting to define whether or not the texture should be tiled.
使用此设置来定义是否应该平铺纹理。
Strength
力量
使用
Use these settings to define how any colors defined in the Color Mapping tab should be offset with those of the Field colors.
使用这些设置可以定义在 Color Mapping 选项卡中定义的任何颜色与 Field 颜色的偏移量。
Inverts the Use effect.
反转使用效果。
依赖于动画帧
Sometimes a shader animated without keyframes will not be updated. This can happen if, for example, a Noise shader is animated using the Animation Speed setting and values greater than 0 or if a sequence of images should be used. Enable this option if problems with updating occur, e.g., the animation does not play. This option is not enabled by default because it produces longer render times.
有时没有关键帧的着色器动画将不会更新。例如,如果噪音着色器使用动画速度设置和大于0的值进行动画处理,或者如果应该使用图像序列,就会发生这种情况。如果更新出现问题,例如动画不能播放,则启用此选项。默认情况下不启用此选项,因为它产生较长的呈现时间。