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

Glow

发光

Figure 1. 图1

This page enables you to create a soft glow.

此页面使您能够创建一个柔和的发光。

The glow color can be defined freely. 发光颜色可以自由定义 Glows cannot be seen through transparent objects, nor in reflections. The glow you specify here does not act as a light; other parts of the scene will not be lit by the glow, nor will any shadows be cast. Glows are restricted to a maximum image resolution of 4,000 x 4,000 pixels. 透过透明物体看不到发光,在反射中也看不到。你在这里指定的辉光并不作为一种光; 场景的其他部分将不会被辉光照亮,也不会投下任何阴影。最大图像分辨率限制在4000x4000像素

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..100%]

亮度[0. . 100% ]

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

使用此设置来调整通道颜色的亮度。亮度工作有点像一个倍增器。

Inner Strength[0..10000%]
Outer Strength[0..10000%]

内在力量[0. . 10000% ]外在力量[0. . 10000% ]

Inner Strength specifies the intensity of the glow over the material surface; Outer Strength is the intensity of the glow at the edges (see Figure 1, below).

内部强度指定了材质表面发光的强度; 外部强度指的是边缘发光的强度(见下面的图1)。

Radius[0..+∞m]

半径[0. . + ∞ m ]

The Radius determines how far the glow (either the inner or the outer) extends from the surface. This value is rendered relative to the distance of the object from the camera. The further away the object is, the smaller the glow, and vice versa.

半径决定了发光体(内部或外部)从表面延伸的距离。这个值是相对于物体到摄像机的距离呈现的。物体越远,发出的光就越小,反之亦然。

Random[0..100%]

随机[0. . 100% ]

If a random percentage is defined, the intensity of the glow in each animation frame is increased and decreased in a random pattern, as follows:

如果定义了一个随机百分比,那么每个动画画面中的辉光强度都是以随机模式增加和减少的,如下所示:

0%: No change

0% : 没有变化

100%: Maximum change

100% : 最大变化

Frequency[0..+∞]

频率[0. . + ∞]

Frequency specifies how often the glow radius changes. The amplitude of the change is given by the Random value.

频率指定发光半径变化的频率。变化的幅度由随机值给出。

1Hz: The glow reaches a new random value after 1 second

1赫兹: 1秒后发光达到一个新的随机值

25Hz: The glow has a new value for each frame (for 25 fps), which causes a flicker

25Hz: 每帧的辉光有一个新的值(25fps) ,这会导致闪烁

Use Material Color

使用材质颜色

If Use Material Color is enabled, the glow is calculated on the basis of the material color rather than the color specified here.

如果启用了“材质颜色” ,则根据材质颜色而不是这里指定的颜色计算辉光。

If the option is disabled, the object and glow colors are mixed. For example, green objects will appear yellowish under a red glow.

如果该选项被禁用,则对象和发光颜色将混合。例如,绿色的物体在红色的光线下会显得微黄色。