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

Basic Properties

基本属性

Tip: 提示:
Note that not all of the material channels listed here are available for each material. For example, many channels will not be available for node-based materials. Inversely, many node-based materials have their own channels that are in turn not listed here. 请注意,并非所有的材质渠道在这里列出了每种材质可用。例如,许多渠道将无法提供节点为基础的材质。相反,许多节点为基础的材质有自己的渠道,这里没有列出

Name

姓名

Here you can enter a name for the object.

在这里您可以输入对象的名称。

Color

颜色

Surface color.

表面颜色。

Diffusion

扩散

Irregularities in surface color (works by brightening and darkening the color channel).

表面色彩的不规则性(通过增亮和暗化色彩通道来实现)。

Luminance

亮度

Luminescent color (light-independent color).

发光颜色(与光无关的颜色)。

Transparency

透明度

Transparency (including refraction index).

透明度(包括折射率)。

Reflectance

反射率

Ability to reflect other objects.

反射其他物体的能力。

Environment

环境

Environment reflection (simulates reflection).

环境反射(模拟反射)。

Fog

Fog effect.

雾效果。

Bump

碰一下

Virtual bumps on a surface.

表面上的虚拟碰撞。

Normal

正常

Use this setting to activate the Normal material channel for optimized virtual surface unevenness.

使用此设置激活正常材质通道,优化虚拟表面不平整度。

Alpha

阿尔法

Defines the localized texture invisibility.

定义局部纹理不可见性。

Glow

发光

Defines the halo around an object.

定义物体周围的光环。

Displacement

排水量

Defines the authentic bumps on a surface.

定义表面上真实的凸起。

Viewport

Here you will find several settings pertaining to the view (texture size, tessellation, etc.).

在这里你会找到一些属于视图的设置(纹理大小,镶嵌等)。

Custom

习俗

This tab displays custom material channels you create. More information can be found here.

此选项卡显示您创建的自定义材质通道。更多信息可以在这里找到。

Illumination

照明

This is where you will find all settings relative to Global Illumination mode.

在这里你可以找到所有相对于全局光源模式的设置。

Add Custom Channel

添加自定义频道

Click on this button to create a custom channel.

单击此按钮可创建自定义频道。

Assignment

转让

Materials assigned to an object will be listed here. Alternately, an object can also be dragged and dropped into this field.

分配给物体的材质将在这里列出。另外,还可以将对象拖放到这个字段中。

Node Editor...

节点编辑器..。

Node-based materials have this button with which you can open the Node Editor.

基于节点的材质有这个按钮,你可以用它打开节点编辑器。

Node Space

节点空间

As described hier, a Node Material can contain different Node setups for different renderers. Depending on which renderer or Node Space is active, corresponding Node setups will be displayed and evaluated.

如 hier 所述,一个 Node Material 可以包含不同渲染器的不同 Node 设置。根据激活的呈现程序或节点空间,将显示和评估相应的节点设置。

Here you will find those renderers listed that can work with Nodes: Standard / Physical renderer (since R23). If you have 3rd-party renderers installe, these can also be listed here if they are compatible with the Node Space system.

在这里,您将找到列出的那些渲染器,它们可以使用节点: 标准/物理渲染器(自 R23以来)。如你安装了第三方渲染器,如果它们与节点空间系统兼容,也可以在此列出。

Each renderer has a button, which is either

每个渲染器都有一个按钮,按钮可以是

If you click on Add, a default Node setup (i.e., exactly what is created if New Node Material is called up) in the corresponding Node Space will be created for the respective renderer. If you want to add new Nodes to this new Node Space, make sure that the Node Space defined in Cinema 4D (menu at top right of the interface) corresponds to the button just pressed!

如果单击 Add,将在相应的节点空间中为各自的呈现程序创建默认的节点设置(也就是说,如果调用 New Node Material,将创建什么)。如果你想添加新的节点到这个新的节点空间,确保节点空间定义在C4D (菜单在右上方的界面)对应的按钮刚才按下!

The Node setups for different Node Spaces are clearly separated and are not compatible.

不同节点空间的节点设置明显分离,且不兼容。

Be careful when deleting because you can end up removing complex Node setups.

删除时要小心,因为最终可能会删除复杂的 Node 设置。