Hair Material 毛发材质Basic 基础Color 颜色Backlit Color 背光颜色Specular 镜面的Transparency 透明度Thickness 厚度Length 长度Scale 比例Frizz 女名女子名Kink 扭结Density 密度ClumpTighten 收紧Displace 取代Bend 弯曲Curl 体积发Twist 扭转Wave 波浪Straighten 拉直Illumination 照明Assign 分配

Color

颜色

Color

颜色

The gradient (insert) was applied to the strand of hair. 梯度(插入)适用于毛发的发丝

This gradient defines the color of the hair along the entire length of the hair. The left end of the gradient represents the hair root, the right the tip.

这个渐变定义了沿着整个毛发长度的毛发颜色。渐变的左端代表发根,右端代表尖端。

Brightness[0..+∞%]

亮度[0. . + ∞% ]

Use this setting to adjust the overall brightness. A value of 0 results in black hair. As is the case with many other parameters, Brightness can be manually set to a value greater than the maximum of 100% set by the slider.

使用此设置来调整整体亮度。值为0的结果是黑毛发。与许多其他参数一样,亮度可以手动设置为大于滑块设置的100% 最大值。

Texture

纹理

Load the texture here that you want projected onto each individual hair. You can find more details regarding this here.

在这里加载你想要投影到每个毛发上的纹理。你可以在这里找到更多的细节。

Blend

混合

If you want to texture hairs using a texture you have loaded, use this setting to define how the texture color will be blended with the hair color. All blend modes are described later in this chapter, under Blend Modes. This particular menu is available in many channels into which textures can be loaded and mixed with existing colors.

如果你想使用你加载的纹理毛发,使用这个设置来定义纹理颜色将如何与毛发颜色混合。所有的混合模式将在本章后面的混合模式下进行描述。这个特殊的菜单有许多通道可以加载纹理并与现有颜色混合。

Mix[0..100%]

混合[0. . 100% ]

Use this setting to define the degree to which a texture that has been loaded should be mixed with the hair color. This particular menu is available in many channels into which textures can be loaded, and mixed with existing colors.

使用此设置可定义已加载的纹理应与毛发颜色混合的程度。这个特殊的菜单有许多通道可供加载纹理,并与现有颜色混合。

Var:
H[0..100%]
S[0..100%]
V[0..100%]

变量: h [0.100% ] s [0.100% ] v [0.100% ]

Use this setting to vary the hair’s H/S/V values. This prevents the overall color of the hair from being too uniform and results in a more realistic look. Even real hair does not have a uniform color.

使用此设置可以改变毛发的 H/S/V 值。这样可以防止毛发的整体颜色过于均匀,从而使毛发看起来更加真实。即使是真正的毛发也没有统一的颜色。

Roots

The texture at the top right, was loaded into the 右上角的纹理被加载到Roots channel’s 频道Texture 纹理 field. 字段

Texture

纹理

Use the Roots channel to define how color(s) should be distributed over a given area. The tips will assume the color of the roots. This can, though, be changed using the Tips channel, which is explained next.

使用 Roots 通道定义颜色在给定区域的分布方式。尖端会呈现出根的颜色。不过,可以使用 Tips 频道更改这一点,下面将对此进行解释。

Blend

混合

See Blend Modes.

参见混合模式。

Mix[0..100%]

混合[0. . 100% ]

See Blend Modes.

参见混合模式。

Tips

小贴士

The texture at the top right, was loaded into the 右上角的纹理被加载到Tips 小贴士 channel’s 频道Texture 纹理 field. 字段

As Roots

作为根

If the As Roots option is active, the tips of the hair will assume the color of the roots.

如果 As Roots 选项处于活动状态,那么毛发的尖端将呈现发根的颜色。

Texture

纹理

If you want to use a different texture for the tips, deactivate this option and load the desired texture into the Tips channel. The color(s) between the root and tip will then be interpolated along the length of the hair.

如果你想使用一个不同的纹理为提示,停用此选项,并加载所需的纹理到提示通道。发根和发梢之间的颜色将沿着毛发的长度进行插值。

Blend

混合

See Blend Modes.

参见混合模式。

Mix[0..100%]

混合[0. . 100% ]

See Blend Modes.

参见混合模式。

Tint

淡色

The texture at the top right (in this case a single color) was loaded into the 右上角的纹理(在本例中为单一颜色)被加载到Tint 淡色 channel’s 频道Texture 纹理 field. 字段

Tint can also be used to give hair a uniform color, e.g., gray, to simulate aged hair.

色彩也可以用来给毛发一个统一的颜色,例如,灰色,以模拟老化的毛发。

Texture

纹理

If a texture is loaded into the Tint channel, it will define the color of the mixed in hair across the hair-covered surface.

如果纹理被加载到色彩通道中,它将定义混合在毛发覆盖表面的毛发的颜色。

Hairs[0..100%]

毛发[0. . 100% ]

The Hairs setting in the Tint channel can be used to assign a different color to only a selected area of the hair. In the example above, Hairs was set to 20%, resulting in every fifth hair being colored red. Tint colors the hair uniformly from the root to the tip.

在染色通道中的毛发设置可以被用来指定一个不同的颜色到一个选定的区域的毛发。在上面的例子中,毛发被设置为20% ,导致每五根毛发被染成红色。色彩均匀的毛发颜色从根部到顶端。

Blend

混合

See Blend Modes.

参见混合模式。

Mix[0..100%]

混合[0. . 100% ]

See Blend Modes.

参见混合模式。

If you want to color specific hairs or specific areas, this is better done using the Hair Material tag (see 如果你想给特定的毛发或者特定的区域染色,最好使用 Hair Material 标签(参见Hair Material tag 毛发材质标签).

Surface

表面

The Surface settings are specially designed for rendering fur. Surface uses hair color, illumination and, if applicable, cast shadows to generate a fitting color for the fur. These settings (described below) will then be blended with the existing hair color.

表面设置是专门为渲染毛皮而设计的。表面使用毛发的颜色,照明,如果适用的话,投下阴影,以产生一个合适的毛皮颜色。这些设置(下面描述)然后将与现有的毛发颜色混合。

The Additive blend mode will blend the least.

添加剂混合模式将混合最少。

Surface

表面

Activate this setting if you want the object’s surface to assume the color of the hair.

激活此设置,如果你想对象的表面假设的颜色的毛发。

Tip: 提示:
If the object surface is made up of quads and an Ambient Occlusion shader is applied to it, unwanted hair coloration can occur (primarily darkening). In this case, slightly increasing the 如果对象表面是由四边形和环境遮挡着色器应用到它,不想要的毛发着色可能会发生(主要是暗化)。在这种情况下,略微增加Offset 偏移量 value can help (optionally, non-planar quads can be triangluated - but this is generally not desireable). 值可以提供帮助(可选地,非平面四边形可以进行三角剖分,但这通常是不可取的)

Color

颜色

Left: 左图:Color 颜色, Illumination 照明 and Shadows 阴影 active. Center: 活跃的。中心:Illumination 照明 deactivated. Right: Only 关闭。对: 只有Shadow 阴影 deactivated. Blend mode for all three was set to 停用。三种颜色的混合模式都设置为Normal 正常 and 100%. 100%

If this setting is active, the color of the object will be assumed. If this setting has been deactivated, the fur will be combined with the color defined, thereby taking the mix mode into account.

如果此设置处于活动状态,则将假定对象的颜色。如果此设置已被停用,毛皮将与定义的颜色相结合,从而考虑到混合模式。

Illumination

照明

Here you can define if the color should be affected by the scene lighting.

这里你可以定义颜色是否应该受到场景照明的影响。

Shadows

阴影

Deactivate this setting if you do not want to include any cast shadows (see example above, image at right).

如果你不想包含任何投射阴影(参见上面的例子,右边的图片) ,停用这个设置。

Blend

混合

See Blend Modes.

参见混合模式。

Mix[0..100%]

混合[0. . 100% ]

See Blend Modes.

参见混合模式。