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

Coating

涂层

Many surfaces have a finish or protective layer, e.g., lacquer or foil. This additional layer (see right side) add depth to a rather matte base material (see left side). 许多表面都有光洁或保护层,例如漆或箔。这个额外的图层(见右侧)增加了一个相当哑光的基础材质的深度(见左侧)

This material channel calculates an additional, as a rule transparent, reflective layer that can, for example, be used for painted surfaces or those with a shiny finish. Since these reflective layers are always transparent, only dielectric Presets will be made available. The Coating reflection always lies on top of the Reflection layer.

这种材质通道计算一个额外的,作为一个规则透明,反射层,可以,例如,用于油漆表面或那些有光泽的完成。由于这些反射层总是透明的,只有电介质预置将提供。涂层的反射总是位于反射层的顶部。

Color

颜色

Here you can define the color value with which the reflection should be multiplied on the Coating. Dark and deeply saturated colors will automatically lead to lesser reflections on this material layer.

在这里你可以定义颜色值,反射应该乘以涂层。深色和深饱和的颜色会自动导致较少的反射在这个材质层。

Intensity[0..1000000000%]

强度[0.10000000000% ]

This is a multiplication factor for the Coating layer’s reflections. Values in excess of 100% will lead to an amplification of the reflections over and above normal measure.

这是涂层反射的倍增因子。超过100% 的数值将导致超过正常测量值的反射放大。

Diffuse Tint[0..100%]

漫反射色[0. . 100% ]

This setting can be used to define the degree to which the color defined in the Diffuse channel will be mixed with the Coating color.

此设置可用于定义在漫反射通道中定义的颜色与涂层颜色混合的程度。

Roughness[0..100%]

粗糙度[0. . 100% ]

This setting can be used to define the dispersion of the reflection. The larger the Roughness value, the more blurry the reflection will be in the layer. The surface will look correspondingly more used, matte and rough.

此设置可用于定义反射的色散。粗糙度值越大,层内的反射越模糊。相应地,表面会看起来更加使用,磨砂和粗糙。

Opacity[0..100%]

不透明度[0. . 100% ]

This setting defines the intensity of the Coating channel. Here you can either control the intensity of the reflective layer as a percentage or define the opacity via grayscale texture using Nodes.

这个设置决定了涂布通道的强度。在这里你可以控制反射层的强度为百分比或定义透明度通过灰度纹理使用节点。

Presets

预设

This is a list of different refraction indices for dielectric materials such as glass and water. It’s not always necessary to select a preset that precisely matches the type of Coating defined. A clearcoat, for example, can also be simulated using the Glass preset.

这是一个列表的不同折射率的介电材质,如玻璃和水。并不总是需要选择一个与定义的涂层类型精确匹配的预置。例如,透明涂层也可以通过使用 Glass 预置来模拟。

IOR[1..5]

返回目录[1. . 5]

If the dielectric material you want to simulate is not included in the Preset list, you can enter a custom refraction index here. Refraction indices are physical values that define the refractive behavior of a given material. A list of various refractive indices for real-world materials can be found online.

如果你想模拟的电介质材质不在预置列表中,你可以在这里输入自定义折射率。折射率是定义给定材质折射行为的物理值。在网上可以找到真实世界材质的各种折射率列表。

Normal Mode
Strength[0..100%]
Bump Map
Bump Strength[-∞00..+∞00%]
UV Epsilon[0.001..100000%]
3D Epsilon[0.001..100000%]
Normal Map
Normal Strength[-∞00..+∞00%]
Presets
Flip X
Flip Y
Flip Z
Swap Y and Z
Space
Normal

正规模型强度[0.100% ]凹凸贴图凹凸强度[-∞00. . + ∞00% ] UV Epsilon [0.001. . 100000% ]3D Epsilon [0.001. . 100000% ]正规贴图正规强度[-∞00. + ∞00% ]预置翻转翻转 y 翻转 z 交换 y 和 z 空间正规

As with the Uber material’s Diffuse and Reflection channels, the surface’s Normal direction also affect the calculation of the Coating. More information about this can be found under Normal Mode.

与 Uber 材质的漫反射通道一样,表面的法向也会影响涂层的计算。有关这方面的更多信息可以在“正常模式”下找到。