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

Environment

环境

The Environment page uses a texture to simulate reflection. Here, in contrast to the other pages, the Color and Texture are multiplied by the Mix mode instead of being added.

环境页面使用纹理来模拟反射。这里,与其他页面相比,颜色和纹理被乘以混合模式,而不是被添加。

Tip: 提示:
If you use the Environment channel in conjunction with the Reflectance channel, make sure that the Reflectance channel’s 如果你使用环境通道与反射通道,请确保反射通道’Attenuation 衰减Additive 添加剂 option is enabled. Otherwise the Environment channel will not be visible. 选项启用。否则环境通道将不可见

So why would you want to use the environment property instead of reflection? One reason is that your scene may not have enough objects to produce good results when reflected. Another reason is that the environment property renders more quickly than the reflection property.

那么为什么要使用环境属性而不是反射呢?原因之一是,你的场景可能没有足够的物体来产生良好的结果时,反映。另一个原因是环境属性比反射属性呈现得更快。

A typical environment map. 典型的环境地图 Environment reflections are rendered very quickly, since the raytracing mode is not required. 环境反射渲染非常快,因为不需要光线追踪模式 Reflections using the environment property only. 仅使用环境属性的反射

Color

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。

Brightness[0..10000%]

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% 。

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)。

Tiles X[0..+∞]
Tiles Y[0..+∞]

Tiles x [0. . + ∞] Tiles y [0. . + ∞]

The environment property is independent of the projection type of the material. The environment is always placed spherically around the object. Use Tiles X and Tiles Y to set the number of tiles in the X and Y directions. These tile settings are used instead of the Material tag’s tile options in the Attribute Manager.

环境特性与材质的投影类型无关。环境总是以球状放置在物体周围。使用 Tiles x 和 Tiles y 来设置 x 和 y 方向的瓷砖数量。在属性管理器中,这些平铺设置取代了 Material 标签的平铺设置选项。

Exclusive

独家报道

If this option is enabled, the environment reflections will only appear in places where there are no real reflections produced by the Reflectance channel.

如果启用此选项,环境反射将只出现在反射通道没有产生真正反射的地方。

Left: Exclusive disabled, right: Exclusive enabled. 左: 独占禁用,右: 独占启用