Shader Field

Basic 基础Coord.Field 田野调查Remapping 重新绘制Color Remap 彩色重新映射Direction 方向

Shader Field

A Shader Field in a Vertex Map distributes values (weighting) according to its grayscale gradient. 顶点映射中的着色区域根据其灰度梯度分配值(权重)

The Shader Field generates grayscale values based on the shader, which can be blended with other Fields or Modifier Layers in the respective Field lists (e.g., Effectors or Deformers).

Shader Field 基于着色器生成灰度值,这些灰度值可以与相应字段列表中的其他字段或力场层混合(例如,效果器或变形器)。

Textures and shaders must be projected onto the clones/points in some manner. In the absence of Material tags, UV mapping (see also UVW mapping in MoGraph) is used.

纹理和着色器必须以某种方式投影到克隆/点上。在没有 Material 标记的情况下,使用 UV 映射(参见 MoGraph 中的 UVW 映射)。