Material Properties
材质特性
颜色
This color gradient defines the color from the root (left) to the tip (right) of the grass blade.
这个颜色渐变定义了从草叶根部(左)到顶部(右)的颜色。
颜色和纹理
You can also control the color of grass using a texture. The texture is assigned to the grass using UVW mapping. The blades of grass will assume the color of the texture. The Mix Strength value can be used to seamlessly mix this effect with the gradient’s colors.
你也可以使用纹理来控制草的颜色。纹理使用 UVW 映射分配给草。草叶将呈现纹理的颜色。可以使用混合强度值将这种效果与渐变的颜色无缝混合。
混合强度[0. . 100% ]
Seamlessly mixes the colors defined in the Color and Color Texture settings. If set to 100%, only the Color Texture setting’s color will be displayed.
无缝混合颜色和颜色纹理设置中定义的颜色。如果设置为100% ,则只显示颜色纹理设置的颜色。
Blade Length[0..+∞m]
Blade Width[0..+∞m]
叶片长度[0. . + ∞ m ]叶片宽度[0. . + ∞ m ]
Defines the maximum length (the default value generates a relatively short blade) and width (a the root of the tapered grass blade) of the individual blades of grass.
定义草叶的最大长度(默认值生成相对较短的叶片)和宽度(锥形草叶的根部)。
密度[0. . + ∞% ]
Defines the number of blades of grass that should be dispersed across a given surface. Values in excess of 100% can be entered. Note that increasing the Density value will lengthen render times accordingly.
定义了在给定的表面上应该分散的草叶的数量。可以输入超过100% 的值。请注意,增加密度值将相应地延长渲染时间。
To be more exact: a value of 100% will generate 1 blade of grass per 5 surface units (on a surface that is 10 cm square, this would be approx.. 10 * 10 / 5 = 20 blades of grass).
更确切地说: 一个值为100% 将生成每5个表面单位1片草(在一个表面是10厘米平方米,这将是大约。.10 * 10/5 = 20片草叶)。
密度纹理
A grayscale texture can be loaded here, which will define the grass density according to the texture’s grayscale values. The density will range from white regions having the most density to black regions having none.
这里可以加载一个灰度纹理,它将根据纹理的灰度值来定义草的密度。密度范围从密度最高的白色区域到没有密度的黑色区域。
片段[1. . 100]
Here you can define the number of segments per blade of grass. With the other settings described here you can define the blade shape, which is reproduced using the segments. Higher values will produce better results and correspondingly longer render times and vice-versa (see also Segments).
在这里,您可以定义每片草叶的片段数。使用这里描述的其他设置,您可以定义叶片的形状,这是再现使用部分。更高的值将产生更好的结果,相应地更长的渲染时间,反之亦然(参见片段)。
皱纹[0. . 100% ]
This parameter works similar to the Bend parameter and varies the shape of the individual blades of grass to make them look more realistic. The larger the value, the more blades will randomly crinkle multiple times in different directions.
这个参数的工作方式类似于 Bend 参数,它改变草叶的形状以使它们看起来更真实。值越大,越多的叶片会在不同的方向上随机起皱多次。
弯曲[0. . 100% ]
The Bend parameter causes the blades of grass to bend. The higher the value, the more the blades of grass will randomly bend in one (!) direction (in contrast to the Crinkle parameter that randomly crinkles the blades multiple times).
Bend 参数导致草叶弯曲。值越高,草叶随机弯曲成一个(!)方向(与叶片随机多次起皱的 crickle 参数形成对比)。
湿度[0. . 100% ]
Use this setting to define the intensity of the specular light. The more intense the specular light, the wetter the grass appears to be.
使用这个设置来定义镜面光的强度。镜面光线越强,草地就越湿润。