Uber Material 优步材质Preview 预览Basic 基础Channels 频道Diffuse 漫反射Reflection 反思Coating 涂层Emission 发光Transparency 透明度Opacity 不透明度Bump 碰一下Normal 正常Displacement 排水量

Normal

正常

Since Normal textures use colors, the surface Normals can be oriented in specific directions. Closely related to the bump effect, shading variations can be implemented even more precisely using Normals. Nevertheless, this effect can only be used to modify the shading. The object’s shape remains unaffected. 由于正常的纹理使用颜色,表面法线可以在特定的方向定位。与凹凸效果密切相关的是,使用法线可以更精确地实现阴影变化。然而,这种效果只能用于修改阴影。物体的形状不受影响

As with the bump effect, the Normal channel can be used to manipulate the surface shading to simulate tiny details. The Normal channel, however, does not use color information to define the effect. This makes it possible to precisely orient the Normals in the X, Y or Z directions. The effect can deliver even more precise results while not affecting the object’s geometry.

和凹凸效果一样,普通通道可以用来操纵表面阴影来模拟微小的细节。但是,“正常”通道不使用颜色信息来定义效果。这使得在 x、 y 或 z 方向上精确定位法线成为可能。这种效果可以在不影响物体几何形状的情况下提供更精确的结果。

Value

价值

Here you can link a Normal texture or a corresponding Material Node.

在这里你可以链接一个普通的纹理或相应的材质节点。

Strength[-∞00..+∞00%]

强度[-∞00. . + ∞00% ]

This is the intensity of the Normal effect. Negative values will invert the effect. Note that the Normal effect will not modify the object’s shape when generating the shading effect. If the effect is made too strong it will look unnatural.

这是正常效果的强度。负值将反转效果。请注意,当生成阴影效果时,“正常”效果不会修改对象的形状。如果效果过于强烈,就会显得不自然。

Presets
Flip X
Flip Y
Flip Z
Swap Y and Z
Space

翻转 y 翻转 z 交换 y 和 z 空间

The remaining settings reflect those of the material’s Normal Mode when set to Normal Map in its Diffuse channel (see here).

其余的设置反映了材质的普通模式时,设置为法线贴图的漫反射通道(见此处)。