Sample Effector 样本效果器Basic 基础Parameter 参数

Parameter

参数

Input Ports

输入端口

Effector

•效果器

Connect the Effector’s Object output port to the Effector’s input port.

连接效果器的物体输出端口到效果器的输入端口。

Time[-∞..+∞]

•时间[-∞ . . + ∞]

Time is a time offset effect that can be fed with data which will simply be added to the Effector’s result when an output port of the same name is tapped. All other input ports are basically self-explanatory and can, for the most part, be tapped by the output ports of the same name, respectively:

时间是一种时间偏移效果,当同名的输出端口被点击时,这种时间偏移效果可以简单地添加到效果器的结果中。所有其他输入端口基本上都是不言自明的,并且在大多数情况下,可以分别由同名的输出端口接入:

Global Matrix
Color
UV[XYZ ]
Weight[-∞..+∞]

•全球矩阵•颜色• UV [ XYZ ]•重量[-∞ . . + ∞]

Output Ports

输出端口

The output ports read out settings modified by the attached Effector.

输出端口读出由附加效果器修改的设置。

Worth mentioning here is Strength, a result of combining strength (as defined for a given Effector), falloff, the prevailing scale of a given Effector controlled by the value of an input port (see Effectors) and Weight (Weight will be multiplied). These two ports are perfect for modifying normal XPresso setups (see Example below).

这里值得一提的是力量,这是力量(对于给定的效果器定义)、衰减、由输入端口值(见效果器)和权重(权重将被乘以)控制的给定效果器的盛行比例的结果。这两个端口非常适合修改普通 XPresso 设置(参见下面的示例)。

Global Matrix, Color, UV, Visibility and Time area each values that are modified by the Effector and will only lead to meaningful results if their input ports are fed with data. Visibility is a boolean value that is generated by the Effector that will return a value of 0 when it reaches a certain threshold.

全局矩阵,颜色,紫外线,可见度和时间区域的每个值,由效果器修改,只会导致有意义的结果,如果他们的输入端口与数据输入。可见性是一个布尔值,由 Effector 生成,当它达到某个阈值时将返回一个值0。

Global Matrix
Color
UV[XYZ ]
Visibility
Weight[-∞..+∞]
Time[-∞..+∞]
Strength[-∞..+∞]

全球矩阵•颜色• UV [ XYZ ]•可见度•重量[-∞ . . + ∞]•时间[-∞ . . + ∞]•强度[-∞ . . + ∞]•

Example:

例子:

Let’s assume you have a certain number of light sources and you want to use a shader to control their intensity. This is not a problem when using the Node Effector:

让我们假设你有一定数量的光源,你想用着色器来控制它们的强度。当使用 Node Effector 时,这不是问题:

  1. Create a Shader Effector and assign a texture to it with a 创建一个着色效果器,并为其分配一个纹理Flat 单位 projection. Set 投影,准备Channel 频道 to Color 颜色 in the Shader Effector’s 在着色效果器的Shading 阴影 tab (of course the shader should be placed into the corresponding material’s color channel) and drag the Shader Effector’s Material tag into the 选项卡(当然着色器应该放置到相应的材质的颜色通道) ,并拖动着色器效果器的材质标签到Material tag 材质标签 text field. Use the texture tools to adjust the projection so that all light sources are covered by the texture. 文本字段。使用纹理工具调整投影,使所有光源都被纹理覆盖


  2. Using this XPresso setup, the intensity of the light sources can be adjusted using the shader shown (insert) 使用这个 XPresso 设置,光源的强度可以调整使用着色器显示(插入)





Using the Object Index Node, to which all light source have been assigned, all of the lights’ global matrices will be applied to the Effector Node. The Effector Node will calculate a Weight value for each position which, in turn, will read out a reasonable intensity for the light sources via the Range Mapper Node. There you have it: Controlling intensity of light sources using a shader. This method can also be used to control an unimaginable number of object settings.

使用物体索引节点,所有光源都被分配,所有光的全局矩阵将被应用到效果节点。效果器节点将计算每个位置的权重值,然后通过距离映射器节点读出合理的光源强度。现在你知道了: 使用着色器控制光源的强度。此方法还可用于控制难以想象的对象设置数量。