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

Transparency

透明度

The Transparency consists of two components, the refraction and the reflection. Both properties can be controlled via a Blurriness and Roughness effect. On the left is a glass material with 0% Blurriness effect in the refraction and 0% Roughness in the transparency’s Fresnel reflection. At the center is the same material with increase Blurriness for the refraction. The glass now looks milky but still has a perfectly sharp Fresnel reflection on its surface. On the right side the reflection was rendered with an increased Roughness value and the refraction does not use a Blurriness effect. The surface appears rough and dull. 透明度由折射和反射两部分组成。这两个属性可以控制通过模糊和粗糙度效果。左边是玻璃材质,折射率为0% 模糊效果,透明菲涅耳反射率为0% 粗糙度。在中心是相同的材质,增加模糊为折射。玻璃现在看起来是乳白色的,但是在它的表面仍然有一个非常清晰的菲涅耳反射。在右边的反射渲染增加了粗糙度值和折射不使用模糊效果。表面显得粗糙而暗淡 Coloring in transparent media can be achieved using the Absorption setting. The series of images shows a greenish absorption color whose effect on the glass material was amplified by decreasing Absorption Distance values. 在透明介质中着色可以通过使用吸收设置来实现。这一系列图像显示了一种浅绿色的吸收颜色,这种颜色对玻璃材质的影响通过降低吸收距离值而被放大

This material property can be used to create transparent or refractive materials such as glass or water. For completely transparent materials, the Diffuse, Reflection, Coating and Emission settings will not be made available. Transparency can, however, also be used to create reflections.

这种材质的特性可以用来制造透明或折射性材质,如玻璃或水。对于完全透明的材质,漫反射,反射,涂层和发射设置将不可用。然而,透明度也可以用来创建反射。

Transparency

透明度

This setting is used to multiply the material’s transparency with the selected color. Dark or deeply saturated colors will lead to correspondingly less transparency. The brightness of the selected color can therefore be used to reduce the channel’s opacity, comparable to the Opacity or Intensity settings. The Absorption setting is better suited to color fluids or glass since it has no effect on the transparency.

此设置用于将材质的透明度与选定的颜色相乘。深色或深色饱和的颜色会导致相应的透明度降低。所选颜色的亮度可以用来降低通道的不透明度,与不透明度或强度设置相当。吸收设置更适合于彩色液体或玻璃,因为它没有影响的透明度。

Presets

预设

This is a list of common refraction indices of transparent materials such as glass or water.

这是一份透明材质(如玻璃或水)的常见折射率列表。

IOR[1..5]

返回目录[1. . 5]

If the material you want to simulate is not included in the Presets list, a custom refraction value can be entered here. The refraction index also affects the intensity of the additionally calculated reflection. Larger values amplify the reflection and darken the transparency correspondingly. Furthermore, the distortion increases in the transparency. A refraction index of 1.0 reflects that of air at room temperature and does not create any refraction or reflection. Combined with a slightly darkened transparent color and a reflection, this can nevertheless be used to simulate thin foil or a thin pane of glass.

如果要模拟的材质没有包括在预设列表中,可以在这里输入自定义折射值。折射率也会影响附加计算的反射强度。较大的值相应地放大反射和变暗透明度。此外,失真增加了透明度。折射率为1.0反映了室温下空气的折射率,而不产生任何折射或反射。再加上微暗的透明颜色和反射,这仍然可以用来模拟薄铝箔或薄玻璃窗格。

Blurriness[0..100%]

模糊度[0. . 100% ]

This setting is used to define the dispersion within the transparency. Increasing values will blur the visible objects behind the transparency correspondingly more. A stronger Blurriness effect will as a rule increase render times accordingly.

此设置用于定义透明度内的分散度。增加值会相应地使透明度背后的可见对象更加模糊。一个更强的模糊效果会相应地增加渲染时间。

Fresnel Reflectivity[0..100%]

菲涅耳反射率[0. . 100% ]

The defined Refraction Index is also used for the calculation of reflections on a transparent surface. Areas viewed perpendicularly will automatically reflect less than areas viewed at flatter angles. The Fresnel Reflectivity can be used to adjust the intensity of the reflections independent of the transparency.

定义的折射率也用于计算在透明表面上的反射。垂直观察的区域自动反射的面积小于平角观察的面积。菲涅耳反射率可以用来调整强度的反射独立的透明度。

Roughness[0..100%]

粗糙度[0. . 100% ]

This setting can be used to define the dispersion of the Fresnel Reflectivity on the transparency and thereby simulates a matte or rough surface. Increasing values can also lead to longer render times.

此设置可用于定义菲涅耳反射率在透明度上的色散,从而模拟亚光或粗糙表面。增加值也可以导致更长的渲染时间。

Exit Reflections

退出反思

As soon as a reflection sample hits a solid object when glass is rendered, two slightly different reflections can be calculated – one that results when the sample enters the glass and one when it exits the glass. Visually, the single reflection can only look good on the front side of the surface, even if this is not physically correct. The option should then be disabled.

当玻璃渲染时,一个反射样品碰到一个实心物体,就可以计算出两个略有不同的反射——一个是样品进入玻璃时产生的,另一个是样品退出玻璃时产生的。视觉上,单反射只能在表面的正面看起来很好,即使这在物理上是不正确的。这个选项应该被禁用。

Absorption

吸收

This setting defines the color with which the light that penetrates a material should be colored. This can, for example, be used to simulate colored fluids or glasses without darker colors causing the transparency’s intensity to be weakened.

这个设置定义了穿透材质的光线应该着色的颜色。例如,这可以用来模拟有色液体或眼镜没有较暗的颜色,导致透明度的强度被削弱。

Absorption Distance[-∞..+∞m]

吸收距离[-∞ . . + ∞ m ]

This setting defines the distance at which the ray of light in the material will assume the Absorption color completely. If the ray of light lies farther away in the material, the light’s color will strengthen additionally.

这个设置定义了材质中的光线完全呈现吸收色的距离。如果光线距离材质较远,光的颜色会进一步增强。