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Fog 雾Bump 碰一下Normal 正常Alpha 阿尔法Glow 发光Displacement 排水量Illumination 照明ViewportAssign 分配Material
材质
The 这个Material Editor 材质编辑器 still exists in which materials’ properties can be displayed and modified. The Material Editor can be opened by double-clicking on the material in the 材质的属性仍然可以显示和修改。材质编辑器可以打开双击材质在Material Manager 材质管理器. In the Material Editor, channels are displayed at the left as opposed to being displayed in the .在材质编辑器中,通道显示在左边,而不是显示在Basic 基础 tab in the 标签在Attribute Manager 属性管理器. Otherwise the functions of both Managers are identical. 。否则,两位经理的职能是相同的
The Material Editor enables you to edit the properties of the materials used in your scene. To open the Material Editor, double-click a thumbnail in the Material Manager.
材质编辑器使你能够编辑场景中使用的材质的属性。要打开材质编辑器,双击材质管理器中的缩略图。
The Material Editor is divided into panes. A preview of the material is displayed in the top left corner. There are also numerous pages of parameters, the settings of which are combined to form the material. You will find a list of these parameter pages — known as channels — in the left part of the dialog (or in the Attribute Manager’s Basic tab). Most of the time you will not need to use all the channels. Use the option boxes next to the channel names to choose which channels (i.e. properties) are used by the material. To access a parameter page, click the desired channel’s name or on the corresponding tab. Each page operates in a similar way and the control elements are in the same place.
材质编辑器被分成窗格。材质的预览显示在左上角。还有许多页的参数,这些参数的设置结合起来形成材质。你可以在对话框的左侧(或者属性管理器的基本选项卡)找到这些参数页面的列表(称为通道)。大多数时候你不需要使用所有的通道。使用频道名称旁边的选项框来选择材质使用的频道(即属性)。若要访问参数页,请单击所需通道的名称或相应的选项卡。每个页面都以类似的方式操作,控件元素位于相同的位置。
Properties and what they control:
属性及其控制内容:
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/specular highlights 能够反映其他对象/镜面高光 |
Environment 环境 | Environment reflection (simulates reflection) 环境反射(模拟反射) |
Fog 雾 | 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 | Virtual surface irregularity that is lit realistically. 虚拟表面的不规则性,即被真实地照亮 |
Alpha 阿尔法 | Localized texture invisibility 局部纹理不可见 |
Glow 发光 | Halo around an object 物体周围的光环 |
Displacement 排水量 | Realistic bumps on a surface 表面上真实的凸起 |
Editor 编辑 | Material display in Viewport Viewport 的展品 |
Illumination 照明 | Global illumination, caustics, illumination model 全局光源,焦散,照明模型 |
Assignment 转让 | List of all objects that use the material 列出所有使用该材质的物体 |
Textures (bitmaps / shaders) can be easily copied between materials and/or channels by dragging the preview image onto any of The targets, as shown in the above image.
纹理(位图/着色器)可以很容易地在材质和/或通道之间复制,方法是将预览图像拖动到任何一个目标上,如上图所示。