Emission
发光
This material layer weakens all shading properties of the material or negates their effect in part. Included are the channels Diffuse, Reflection, Relief and Normal. This can only be prevented by reducing the Intensity setting or by applying darker colors for Emission. The Emission effect is designed to let a material luminate or appear translucent.
这种材质层削弱了材质的所有遮光性能或部分否定其效果。包括通道漫反射,反射,浮雕和正常。这只能通过降低强度设置或应用较暗的颜色来防止发射。发射效果的设计目的是让材质凹凸不平或显得半透明。
颜色
This setting can be used to define the color with which the surface should luminate. If a pattern or texture should be used instead of a homogenous color value, use the connector icon. Brighter colors will lead to a correspondingly intense surface luminance and will reduce all properties that are created by the shading that is generated.
这个设置可以用来定义表面应该流光的颜色。如果应该使用图案或纹理而不是同质颜色值,请使用连接器图标。较明亮的颜色将导致相应的强烈的表面亮度,并将减少所有属性,是由阴影所产生的。
强度[0.10000000000% ]
This setting can be used to affect the intensity of the luminance or the brightness of the Color used. For example, if an inverted Ambient Occlusion Node is linked with an activated Invert Direction option, the luminance effect can be restricted to an object’s sharp edges, which can be used to simulate Subsurface Scattering in come cases.
此设置可用于影响所使用颜色的亮度或亮度的强度。例如,如果一个反向的环境遮挡节点与一个激活的反向方向选项相连接,亮度效果可以限制在一个物体的锐边,这可以用来模拟次表面散射。