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

Viewport

Animate Preview

动画预览

When active, animated textures, shaders or videos will be displayed when the animation is played. Note that this can require quite a bit of memory for very complex shaders. Adjusting the setting can help.

当激活,动画纹理,着色器或视频将显示时,动画播放。请注意,对于非常复杂的着色器,这可能需要相当多的内存。调整设置可以有所帮助。

Texture Preview Size

纹理预览大小

Here you will find a range of entries, relative to the graphics card being used. The value controls the internal resolution of the texture (for the unrendered Viewport display) — the higher you set this value, the more detailed the texture will be in the viewport. The value has no effect on the rendered result.

在这里,您将找到一系列条目,相对于正在使用的显卡。该值控制纹理的内部分辨率(对于未呈现的 Viewport 显示)ー设置该值越高,纹理在 Viewport 中的细节就越多。该值对呈现的结果没有影响。

Proceed with caution when increasing the Texture Preview Size. Higher settings require more RAM and increase the file size of the Cinema 4D scene. This applies in particular to the graphics card because the texture previews must be loaded into the graphics card’s memory. 增加纹理预览大小时要小心。更高的设置需要更多的内存和增加C4D 场景的文件大小。这尤其适用于显卡,因为纹理预览必须加载到显卡的内存中

Viewport Display

视窗显示

This menu makes a series of material channels available that display the loaded texture or shader in the form of a projected RGB texture, however without any channel-specific effects. This does not have an effect on the final rendered result. The default Combined option reflects the normal viewport display (material channels will be combined for display).

这个菜单提供了一系列材质通道,它们以投影 RGB 纹理的形式显示加载的纹理或着色器,但是没有任何通道特定的效果。这对最终呈现的结果没有影响。默认的 Combined 选项反映了正常的视口显示(材质通道将被组合用于显示)。

Note that this functionality as well as the one described in the following section are only fully supported by the default materials (New Standard Material).

请注意,这个功能以及下面部分中描述的功能仅由默认材质(新标准材质)完全支持。

Color
Diffusion
Luminance
Transparency
Environment
Bump
Normal
Alpha
Reflectance
Displacement

色彩扩散亮度透明环境对正常 α 反射位移的影响

All material channels are listed above that can be displayed in the Viewport. Each of these channels can be turned on and off as desired.

上面列出的所有材质通道都可以在 Viewport 中显示。这些通道中的每一个都可以根据需要打开或关闭。

Environment Override

环境覆盖

If you don’t want to use the Sky object or the Physical Sky in the scene for the "reflections" you can load your own texture here, which will then only apply for this material.

如果你不想在场景中使用天空对象或物理天空作为“反射” ,你可以在这里加载你自己的纹理,然后只适用于这种材质。

Rotation[HPB °]

旋转[ HPB ° ]

This setting can be used to rotate the texture loaded in the aforementioned setting (that is mirrored internally with a hidden Sky object) in any direction.

这个设置可以用来旋转纹理加载在上述设置(这是镜像内部隐藏的天空对象)在任何方向。

Viewport tessellation

视窗镶嵌

The Grand Canyon created using a Displacement texture displayed unrendered in the Viewport thanks to Viewport Tessellation. 大峡谷创建使用位移纹理显示未渲染的视口感谢视口镶嵌

With the help of the graphics card, Cinema 4D can tesselate object for the Viewport (only!). Polygons will be broken down into small triangles.

在显卡的帮助下,Cinema 4D 可以为视口镶嵌物体(只!).多边形将被分解成小三角形。

The tessellation cannot be rendered (unless you enable Viewport Renderer as the Renderer).

镶嵌不能呈现(除非您启用 Viewport 渲染器作为渲染器)。

The tessellation is used to show displacement directly in the Viewport as a preview (which can, however, differ from the rendered result (see below)) for the actual displacement. This means you don’t have to use a Displacement Deformer.

镶嵌用于在 Viewport 中直接显示位移,作为预览(但是,这可能与渲染的结果不同(见下文))。这意味着你不必使用置换变形器。

The Viewport Tessellation is, for example, helpful when animating with displacement effects (it would be very useful if you animated a camera motion around the canyon in the image above).

视口镶嵌是,例如,当动画与位移效果(这将是非常有用的,如果你动画周围的峡谷在上面的图像相机运动)。

For tessellation to work correctly:

为了正确工作镶嵌:

Tip: 提示:
Most noise types in the 大多数噪音类型在Noise shaders 噪音着色器 can be calculated natively on the graphics card if the respective option is enabled (Viewport: 如果启用了相应的选项,则可以在显卡上本机计算(Viewport:Options | Noises 选项 | 噪音 menu). This helps lets you achieve high-quality results. 菜单)。这有助于实现高质量的结果

Artefacting can occur if Texture Preview Size (at the top of the menu) is too small.

如果纹理预览大小(在菜单顶部)太小,可能会发生人工制品。

Limitations

局限性

Viewport Tessellation

视窗镶嵌

Mode

模式

Select here if and how the Viewport Tessellation should be enabled for the selected texture. The following options are available:

在这里选择是否以及如何为选定的纹理启用 Viewport 镶嵌:

None

没有

Viewport Tessellation is disabled.

视窗镶嵌被禁用。

Uniform

制服

Uniform Level[1..+∞]

统一级[1. . + ∞]

From left to right: 从左到右:1, 12 and 64 for 为了Uniform Level 统一级别.

The object to which the material is applied will be tesselated uniformly - i.e., independent of the camera’s distance from the object. Uniform Level is the measure for the number of subdivisions.

材质被应用到的物体将被均匀地镶嵌——也就是说,与相机与物体的距离无关。统一级别是对细分数量的度量。

Note that the value that can be defined here depends on the graphics card used (a common value is 64. This value is not enough if your object is made up of just a few polygons (e.g., a cube with 1x1x1 segments). Therefore, it can be necessary to subdivide such objects in advance.

请注意,这里可以定义的值取决于所使用的显卡(通用值为64)。如果您的对象仅由几个多边形组成(例如,一个1x1x1段的立方体) ,那么这个值是不够的。因此,有必要提前对这些对象进行细分。

Projective

投影

Projective Level[1..+∞]

投影级[1. . + ∞]

The closer the camera is to the object, the finer the subdivision will be. 摄像机离物体越近,细分就越精细

In this mode you define a maximum number of subdivisions (Projective Level) that should be calculated when the camera is nearest to the object. The farther the camera moves away from the object, the less that will be subdivided. This will take place dynamically and steplessly.

在这种模式下,您定义了当摄像机最接近对象时应该计算的最大数量的子区域(投影级别)。摄像机离物体越远,被细分的部分就越少。这将是动态和无情的。

This is a very practical function: If an object lies far away from the camera, a high subdivision would be useless because these details cannot be seen at such a distance anyway. Therefore, this function speeds up display speed.

这是一个非常实用的功能: 如果一个物体远离相机,高细分将是无用的,因为这些细节无论如何不能看到这样的距离。因此,这个功能加快了显示速度。

GPU Max. Level:

最大 GPU 级别:

Here the level value is displayed that your graphics card can calculate.

这里显示的水平值,你的显卡可以计算。

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