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

Normal

正常

This material channel is for use with Normal textures via Normal Mapping. What on earth is Normal Mapping?

这个材质通道是通过法线贴图与法线贴图一起使用的。到底什么是法线贴图?

Well, Normal mapping is a technique that comes from computer game development that makes it possible to give a low-poly object (a low level of detail) a detailed, seemingly structured surface, resulting in low render times.

嗯,法线映射是一种来自计算机游戏开发的技术,它可以给一个低多边形对象(低细节级别)提供一个细节的、看似结构化的表面,从而降低渲染时间。

Bump mapping uses a grayscale bitmap to generate height data. Normal mapping uses an RGB texture with coded Normal orientation (the Normals can be oriented in various directions).

凹凸贴图使用灰度位图来生成高度数据。法线贴图使用带有编码的法线方向的 RGB 纹理(法线可以在不同的方向上定位)。

A Normal texture can look something like this:

一个普通的纹理可以看起来像这样:

Normal texture 正常纹理Method 方法 set to 开始Object 对象

These strange colors contain the coded Normal orientation for each point on the surface: Each red, green, and blue color channel represents one dimension – X, Y or Z. The Normal orientation is no longer dictated by the geometry, but by the Normal texture.

这些奇怪的颜色包含表面上每个点的标准方向: 每个红色、绿色和蓝色通道代表一个维度—— x、 y 或 z。法线方向不再由几何形状决定,而是由法线纹理决定。

You can create Normal textures with the help of the Bake Material … or Bake Object … options (both located in the Object Manager’s Object menu) or by simply using the Normalizer shader (that can load normal color textures, usually bump textures).

你可以通过 Bake Material... 或 Bake Object... 选项(都位于对象管理器的对象菜单中)或者简单地使用 Normalizer 着色器(可以加载正常的颜色纹理,通常是凹凸纹理)来创建正常的纹理。

Left, the original object rendered with sub-polygon displacement; right, the result using a Normal texture … 左边,用子多边形位移渲染原始对象; 右边,使用正常纹理渲染结果..

If such a Normal texture is placed into the Normal material channel, the rendered result will very much resemble the original high-poly object, especially when lights are animated. This is because shadows and Specular lights react to the position of the light sources, which results in a very vivid rendering.

如果这样的一个正常的纹理放置到正常的材质通道,渲染的结果将非常类似于原来的高多边形对象,特别是当灯是动画。这是因为阴影和高光灯会对光源的位置做出反应,从而产生非常生动的渲染效果。

Different positions of a light source on Normal mapping. 光源在法线贴图上的不同位置

Note also the Various ways of creating structure section in which alternative methods to Normal mapping are explained.

还要注意创建结构部分的各种方法,其中解释了法线映射的替代方法。

Strength[0..100000%]

实力[0.100000% ]

Regulates the strength of the Normal mapping. Do not use very high values because the effect will be increasingly unrealistic.

调节 Normal 映射的强度。不要使用很高的值,因为效果会越来越不现实。

Basically, the higher the value used, the more perpendicular the view to the surface must be to keep the look of the surface realistic.

基本上,使用的值越高,表面的垂直视图就必须保持表面的外观逼真。

Method

方法

There are several methods with which Normal maps can be defined. Without going into great detail, they are:

有几种方法可以用来定义法线贴图,不需要详细说明,它们是:

When selecting a method, you must know which method was used to create the Normal texture. Exactly this method should be defined here. If you want to use a Normal texture that was created in Cinema 4D using the Bake Material … option, exactly these settings must be used here as well.

在选择方法时,必须知道使用了哪个方法来创建 Normal 纹理。确切地说,这个方法应该在这里定义。如果你想使用在C4D 中使用烘焙材质创建的普通纹理... 选项,这里也必须使用这些设置。

Flip X (Red)
Flip Y (Green)
Flip Z (Blue)
Swap Y & Z (Y up)

翻转 x (红色)翻转 y (绿色)翻转 z (蓝色)交换 y & z (y 向上)

Since no standard method of creation of Normal textures exists, each application pretty much does it as it wishes: Sometimes the color component for the Y-orientation is green, sometimes blue. In order to assure maximum compatibility, these settings let you switch all color components.

由于没有创建普通纹理的标准方法,每个应用程序基本上都按照自己的意愿进行: 有时 y 方向的颜色组件是绿色,有时是蓝色。为了确保最大的兼容性,这些设置让您切换所有的颜色组件。

The following rule of thumb applies to the most common method, Tangent:

下面的经验法则适用于最常见的方法,切线:

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。