Material 材质Basic 基础Color 颜色Diffusion 扩散Luminance 亮度Transparency 透明度Reflectance 反射率Environment 环境FogBump 碰一下Normal 正常Alpha 阿尔法Glow 发光Displacement 排水量Illumination 照明ViewportAssign 分配

Diffusion

扩散

The Diffusion page lets you darken and lighten the material in specific areas using a diffusion map. Diffusion maps are especially useful for making material look dirty and more realistic. You can use either a normal texture or a shader as the diffusion map. (If the texture is colored, it will still be treated as a grayscale map.) The darker a pixel in the diffusion map, the darker the corresponding region of the material.

漫射页面可以让你在特定区域使用漫射贴图变暗和变亮材质。漫射贴图对于使材质看起来肮脏和更真实尤其有用。你可以使用普通纹理或着色器作为扩散贴图。(如果纹理是彩色的,它仍然会被视为灰度贴图。)扩散图像中的像素越暗,材质的相应区域就越暗。

Objects with different Noise values in the Diffuse channel 扩散通道中具有不同噪声值的对象

Brightness[0..100%]

亮度[0. . 100% ]

Use this slider to adjust the brightness of the channel’s color. The brightness functions somewhat like a multiplier.

使用这个滑块来调整通道颜色的亮度。亮度的功能有点像一个倍增器。

Affect Luminance

影响亮度

Enable the Affect Luminance option if you want the diffusion map to affect the luminance property. The darker a pixel in the diffusion map, the darker the corresponding region of the luminance. This helps you add irregularities to the luminance to achieve a more natural look.

如果希望扩散映射影响亮度属性,请启用“影响亮度”选项。扩散映射中的像素越暗,对应区域的亮度就越暗。这有助于您添加不规则的亮度,以实现一个更自然的外观。

Affect Specular

影响镜面

If the Affect Specular option is enabled, the diffusion map is applied to the specular property in the Reflectance channel as well. This will reduce the material’s specular values where the diffusion map is dark. This option is enabled by default since it adds to the realism considerably.

如果启用了影响镜面选项,扩散映射也将应用于反射通道中的镜面属性。这将减少材质的镜面价值的扩散地图是黑暗的。这个选项默认是启用的,因为它增加了相当大的现实主义。

Affect Reflection

影响反思

Enable Affect Reflection if you want to apply the diffusion map to the reflection and environment properties for an even more natural look. The darker a pixel in the diffusion map, the darker the corresponding region of the reflection.

如果您想将扩散映射应用于反射和环境属性以获得更自然的外观,则启用 Affect Reflection。漫射图像中的像素越暗,反射的相应区域就越暗。

Texture

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。

Mix Mode

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)。

Normal

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)。

Add

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)

Subtract

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)。

Multiply

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)。

Mix Strength[0..100%]

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)。