Luminance
亮度
A luminescent object can be seen even when there are no lights in the scene. It is self-illuminated.
即使在没有灯光的情况下,也可以看到发光的物体。它是自发光的。
You can use the three dots button to load an image that is to act as a luminance map. The brighter a pixel in the luminance map, the more luminescent the corresponding region of the material. If you have chosen a Luminance Color and loaded a texture (luminance map) as well, the color will be added at 100% strength to the texture. If you want to see the result without the chosen color, set Mix Strength to 0%.
您可以使用三点按钮加载作为亮度映射的图像。亮度映射图中的一个像素越亮,材质的相应区域发光越多。如果你选择了一个亮度颜色并且加载了一个纹理(亮度贴图) ,这个颜色将以100% 的强度添加到纹理中。如果你想看到的结果没有选择的颜色,设置混合强度为0% 。
Luminescent materials are used to help simulate objects that seem to be self-illuminated in the real world, such as the windows of an office block at night, neon writing or a TV screen.
发光材质被用来帮助模拟在现实世界中似乎可以自发光的物体,例如办公大楼夜间的窗户、霓虹灯写字或电视屏幕。
With GI enabled the illuminating object can radiate light, as seen in the image below.
启用 GI 后,照明对象可以辐射光线,如下图所示。
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. . + ∞% ]
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% 。
This parameter is also important in conjunction with Global Illumination lighting because it is used to adjust the brightness of the reflected light. If you load a texture the brightness of the reflected light should be defined using the Strength parameter ("Generate GI" "Illumination" tab).
这个参数与全局光源照明同样重要,因为它用于调节反射光的亮度。如果你加载一个纹理,反射光的亮度应该使用强度参数(“生成 GI”“照明”选项卡)来定义。
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)。