Color
颜色
The settings on this page define the basic color of the material, such as RGB 255/0/0 for red. If you want to create a more complicated material, such as a checkered pattern that uses several colors, you can load a texture. The texture is layered above the color.
这个页面上的设置定义了材质的基本颜色,例如 RGB 255/0/0表示红色。如果你想创建一个更复杂的材质,比如使用多种颜色的格子图案,你可以加载一个纹理。纹理在颜色上面分层。
If you want to see the color only and not the texture, set the Mix Strength value to 0%.
如果你只想看颜色而不想看纹理,那么将混合强度设置为0% 。
颜色
You can specify a color on most of the material channel pages using a color chooser.
您可以使用颜色选择器在大多数材质通道页面上指定颜色。
亮度[0. . 1万% ]
Use this setting to adjust the brightness of a channel’s color. The Brightness setting functions somewhat like a multiplier and can be set to greater than 100%.
使用此设置可调整通道颜色的亮度。亮度设置功能有点像一个倍增器,可以设置为大于100% 。
纹理
Here an image texture or a 2D shader can be defined. Refer to the Textures chapter for details.
这里可以定义一个图像纹理或二维着色器。详细信息请参阅纹理章节。
混合模式
Use these parameters to mix the color and texture panes using one of four modes. The default mode for all channels is Normal, except for the Environment page, which uses Multiply as the default mode. Not all channels have Mix settings. If you load a texture or a 2D shader, it is placed on a layer above the color (i.e. the texture is placed on top of the color).
使用这些参数可以使用四种模式之一混合颜色和纹理窗格。除了使用 Multiply 作为默认模式的 Environment 页外,所有通道的默认模式都是 Normal。并非所有通道都有 Mix 设置。如果你加载一个纹理或二维着色器,它被放置在颜色之上的一层(即纹理放置在颜色之上)。
正常
In normal mode, the Mix Strength sets the opacity of the texture. If the value is set to 100%, you will see the texture only (remember, the texture is the top layer, so if it is opaque you will not see the color underneath). If the value is set to 70%, the result is 70% of the texture and 30% of the color.
在正常模式下,混合强度设置纹理的不透明度。如果值设置为100% ,你只能看到纹理(记住,纹理是最上面的层,所以如果它是不透明的,你就看不到下面的颜色)。如果值设置为70% ,结果是70% 的纹理和30% 的颜色。
For example, if a texture pixel of RGB 255/0/0 (red) is used with a color value of RGB 255/255/0 (yellow) with the Mix Strength set to 50%, the resultant color is 255/128/0 (orange).
例如,如果使用 RGB 255/0/0(红色)的纹理像素,颜色值为 RGB 255/255/0(黄色) ,混合强度设置为50% ,则结果颜色为255/128/0(橙色)。
添加
The texture’s RGB value is added to the color’s RGB value.
纹理的 RGB 值被添加到颜色的 RGB 值中。
No values will be clamped (e.g., to 255/255/255)
不会夹住任何值(例如,到255/255/255)
减去
The color’s RGB value is subtracted from the texture’s RGB value. Thus if a texture pixel is RGB 255/255/255 (white) and the color value is 255/0/0 (red), subtracting with Mix Strength set to 100% gives the result 0/255/255 (cyan).
颜色的 RGB 值从纹理的 RGB 值中减去。因此,如果一个纹理像素是 RGB 255/255/255(白色) ,颜色值是255/0/0(红色) ,减去混合强度设置为100% 得到的结果是0/255/255(青色)。
繁殖
The RGB value of the texture is multiplied by the RGB value of the color. For example RGB 255/128/0 (orange) multiplied by RGB 0/255/0 (green) results in RGB 0/128/0 (dark green).
纹理的 RGB 值乘以颜色的 RGB 值。例如,RGB 255/128/0(橙色)乘以 RGB 0/255/0(绿色)的结果是 RGB 0/128/0(深绿色)。
混合强度[0. . 100% ]
Mix Strength defines the mixing proportion between the texture and color panes or between the brightness and transparency (depending on which mode is selected) of the texture to be mixed.
混合强度定义了纹理和颜色窗格之间的混合比例,或者纹理的亮度和透明度之间的混合比例(取决于选择哪种模式)。
Illumination channel to the Color channel.>
照明通道到颜色通道。 >
模型
These shading models were previously located in the Illumination material channel. However, since these models affect diffuse lighting (which is actually what the Color channel does, see also More differences to the old system), they actually belong in the Color channel instead of the Illumination channel.
这些阴影模型以前位于照明材质通道。然而,由于这些模型影响漫射照明(这实际上是什么颜色通道做,也看到更多的差异,以旧系统) ,他们实际上属于颜色通道而不是光照通道。
The Blinn model is now located in the Reflectance channel’s Type menu as Specular-Blinn (Legacy).
Blinn 模型现在位于反射通道的类型菜单作为 specular-Blinn (遗产)。
Generally speaking, shading is the effect that occurs when light hits a material. More or less light will be reflected, depending on the angle of incidence. The type of shading model selected affects how light will be reflected by the surface.
一般来说,阴影是光线照射到材质上时产生的效果。或多或少的光线会被反射,这取决于波动角度。选择的阴影模型影响光线如何被表面反射。
Essentially, Lambert is the previous Phong model and is suited for smoother surfaces, while Oren-Nayer is better suited for rougher surfaces. By the way, the latter offers more control (2 additional settings) over the degree of roughness.
本质上,朗伯是以前的 Phong 模型,是适合平滑的表面,而奥伦-纳耶是更好地适应粗糙的表面。顺便说一下,后者提供了更多的控制(2个额外的设置)的程度的粗糙度。
扩散衰退[-1000. . 1000% ]
This value defines the falloff of brightness between the specular highlight (surface Normals point in the direction of the light source) and the regions in which the surface Normals have an angle of 90° to the light source, i.e., they do not reflect light from the object surface. The default value of 0% reflects a normal falloff behavior. The larger the value, the more uniform the brightness will be, up to the point of producing a comic-like look (uniform colors). If negative values are used, the 90° angle mentioned above will be reduced accordingly, which will produce correspondingly smaller regions from which light will be reflected.
这个值定义了镜面高光(表面法线指向光源的方向)和表面法线与光源成90 ° 角的区域之间的亮度衰减,也就是说,表面法线不反射来自物体表面的光。默认值0% 反映了正常的衰退行为。值越大,亮度就越均匀,直到产生一个滑稽的外观(统一的颜色)。如果使用负值,上面提到的90 ° 角将相应减小,这将产生相应的更小的区域,从而使光线得到反射。
漫反射等级[0. . 1000% ]
Defines the general diffuse brightness that is reflected for the Oren-Nayer model (very similar effect to the above-described Brightness setting).
定义一般漫反射亮度是反映人伦-奈尔模式(非常类似的效果上述亮度设置)。
粗糙度[0. . 200% ]
This value also applies only to the Oren-Nayer model. Larger values will produce a correspondingly more diffuse light dispersion; the material will become correspondingly darker an more dull. Smaller values will produce a light dispersion increasingly similar to the Lambert model.
这个值也只适用于奥伦-奈耶尔模型。较大的数值会相应地产生较漫射的光色散; 材质会相应地变得较暗,较暗。较小的数值将产生越来越类似于朗伯模型的光色散。