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

Illumination

照明

Receive GI
Strength[0..10000%]

接收 GIStrength [0. . 10000% ]

GI can be applied to hair if the Raytrace render mode has been selected in the Hair render presets’ Render tab, the quantity of which can be adjusted using the Strength setting. The hair itself will not use GI to affect other objects.

如果在毛发渲染预设的渲染选项卡中选择了光线追踪渲染模式,那么 GI 可以应用到毛发上,其数量可以使用强度设置进行调整。毛发本身不会使用 GI 来影响其他物体。

Diffuse[0..100%]

漫反射[0. . 100% ]

Top: A very low 上图: 非常低Diffuse 漫反射 value. Bottom: Maximum 底部: 最大值Diffuse 漫反射 value. 价值

The effect of this setting remains very understated and can best be seen when the hair tangents run in the direction of the line of sight, e.g., when looking at a parting in hair from the top. Diffuse hair shading does not function like Phong shading in that it utilizes surface Normals - diffuse shading of hair utilizes the hair tangents. If you look at a parting from the top, the hair tangents basically run towards you; this means the maximum amount of darkening at the base of the parting will be visible to you (this is the result of Diffuse shading of hair when a diffuse value greater than 0 is used). Use the Diffuse setting to adjust this effect.

这种设置的效果仍然非常低调,当毛发的切线沿着视线方向运行时,比如,当你看到毛发从顶部分开时,这种效果最能体现出来。漫反射阴影的功能不像 Phong 阴影,因为它利用了表面法线-漫反射阴影的毛发利用了毛发的切线。如果你从顶部看一个分别,毛发的切线基本上是朝向你的; 这意味着你可以看到分别基部的最大黑暗量(这是漫反射阴影的结果,当漫反射值大于0时使用)。使用漫反射设置来调整这个效果。

Roughness[0..100%]
Variation[0..100%]

粗糙度[0. . 100% ]变异[0. . 100% ]

Increasing 增加Roughness 粗糙度 value from left to right. 从左到右的值

Roughness has its strongest effect on specular highlights and reflections. The higher the Roughness setting, the more the light will be distributed amongst the hair and the more dull the hair will appear.

粗糙度对高光和反射有最强的影响。粗糙度设置越高,光线分布越多,毛发就会显得越暗淡。

Use the Variation setting to randomly vary the amount of roughness within the Roughness channel.

使用变化设置随机变化的数额的粗糙度通道。

Reflectiveness[0..+∞%]
Translucence[0..+∞%]

反射性[0. . + ∞% ]半透明[0. . + ∞% ]

Although these are two separate settings, they actually belong together: Reflectiveness defines the intensity with which the hair is lit from the front; Translucence defines the intensity with which the hair is lit from behind, whereby you can determine how much light should pass through the hair from behind.

虽然这是两个独立的设置,它们实际上是属于一起的: 反射性定义了从前面照亮毛发的强度; 半透明定义了从后面照亮毛发的强度,通过这个你可以确定多少光线应该从后面透过毛发。

Each slider is basically a brightness regulator for its corresponding effect.

每个滑块基本上都是一个亮度调节器,以达到相应的效果。

If Translucent is set to 0, the hair will appear very dark if lit only from behind.

如果半透明设置为0,只从后面照亮毛发会显得非常黑暗。

If you have simultaneously applied the 如果您同时应用了Transparency 透明度 channel, it may be necessary to increase the 如有需要,我们可能需要增加Translucence 半透明 value in the Illumination channel, since hair with a higher level of transparency will itself allow more light to pass through it. 值在照明通道,因为毛发具有更高的透明度本身将允许更多的光通过它

The following two effects are chiefly responsible for giving hair a realistic look when rendered:

以下两个效果是毛发呈现出现实感的主要原因:

  1. Translucence, which lets light pass through the hair. 半透明,让光线穿过毛发

  2. Transparency (Transparency channel), which makes hair visible through other hair. 透明度(透明通道) ,使毛发透过其他毛发可见

Hair lets you adjust both effects, independent of one another. This gives you more control over backlight effects.

毛发可以让你独立的调整两个效果,这让你更好的控制背光效果。

Transparency, which is turned off by default, has less of an effect on the hair than does Translucence, and therefore requires longer render times. In most cases you can forgo using Transparency. Only when rendering ultra-realistic images should you not be timid about using Transparency – but don’t forget to adjust Translucence accordingly.

透明度是默认关闭的,它对毛发的影响比半透明小,因此需要更长的渲染时间。在大多数情况下,你可以放弃使用透明度。只有当渲染超现实的图像时,你不应该胆怯地使用透明度-但是不要忘记相应地调整半透明度。

Shadow Density[0..+∞%]

阴影密度[0. . + ∞% ]

At left a lesser, at right a greater Shadow Density value. Notice the difference in the hair itself. 左边是较小的阴影密度值,右边是较大的阴影密度值。注意毛发本身的不同

Use the Shadow Density setting to control the density of the shadows cast by hairs on geometry as well as the hairs’ self-shadowing.

使用阴影密度设置来控制毛发在几何上投射的阴影密度以及毛发的自我阴影。

Received Shadow[0..+∞%]

接收阴影[0. . + ∞% ]

Left: A lower 左图: 一个较低的Received Shadow 收到的阴影 value. Right: A higher 价值。对: 更高的Received Shadow 收到的阴影 value. 价值

Use this slider to adjust the strength of the shadows cast by your scene objects onto the hair.

使用这个滑块来调整你的场景物体投射到毛发上的阴影的强度。

The effect of any of these three shadow settings can only be seen if a light source is actually casting a shadow onto the hair.

只有当光源在毛发上投射阴影时,才能看到这三种阴影设置的效果。

Self-Shadow[0..+∞%]

自我阴影[0. . + ∞% ]

Left: A lower 左图: 一个较低的Self-Shadow 自我阴影 value. Right: A higher 价值。对: 更高的Self-Shadow 自我阴影 value. 价值

Use this slider to adjust the strength of the shadow on the hair itself.

使用这个滑块来调整毛发上阴影的强度。

Back Shadow[0..+∞%]

背影[0. . + ∞% ]

This setting is primarily designed to adjust the light on the reverse side of the hair (as seen from the origin of the light source). This setting also has an effect on the Received Shadow and on the Self Shadow. Back Shadow is designed for fine-tuning all shadow effects on the reverse side of the hair.

这个设置主要是为了调节毛发背面的光线(从光源的原点看)。这个设置也会对接收阴影和自我阴影产生影响。背阴影是专为微调所有的阴影效果的反面的毛发。

MHAIRMATERIAL-HAIRMATERIAL_ID_MATERIALGROUP_ILLUMINATION.html