Reflection
反思
This setting can be used to define a material’s reflective properties. Many of the available options closely orient themselves to the standard material’s Reflektivitätchannel.
这个设置可以用来定义材质的反射特性。许多可用的选择紧密地定位自己的标准材质的反射性通道。
颜色
Here you can define the color value with which the reflection should be multiplied. Dark and deeply saturated colors will automatically lead to correspondingly less reflection. Note that several of the presets in the Fresnel Mode already create colored reflections. If you want to assume the Diffuse channel’s coloring in the reflection, the Diffuse Tint can be used.
这里您可以定义反射应该乘以的颜色值。深色和深饱和的颜色会自动导致相应的反射减少。请注意,在菲涅耳模式的几个预置已经创建彩色反射。如果你想假设漫反射通道的颜色,漫反射色调可以使用。
强度[0.10000000000% ]
This is a multiplier for the reflection’s brightness. Values in excess of 100% will lead to an amplification of the reflection over and above the normal measure.
这是一个反射光亮度的倍增器。超过100% 的值将导致超过正常测量值的反射放大。
漫反射色[0. . 100% ]
Here, the mixing of the Color defined in the Diffuse material channel can be defined. If Diffuse Tint is set to 0%, this color will be covered completely by the reflection (if its Opacity is set to 100% and not Fresnel function is used). Larger Diffuse Tint values will superimpose the reflection’s color with that of the Diffuse channel.
在这里,颜色的混合定义在漫反射材质通道可以定义。如果漫反射色调设置为0% ,这种颜色将被反射完全覆盖(如果它的不透明度设置为100% ,而不使用菲涅耳函数)。较大的漫反射色调值将叠加反射的颜色与漫反射通道的颜色。
粗糙度[0. . 100% ]
Use this setting to control the dispersion in the reflection. The larger the Roughness value, the more blurry and matte the reflection will be. The material will then appear muted and rough. Generally speaking, there are only very few real-world surfaces that are perfectly smooth and polished. A little roughness in the reflection generally makes it look more realistic. Increasing Roughness values will, however, increase render times for the material accordingly since the increased dispersion requires more memory.
使用此设置可控制反射中的色散。粗糙度值越大,反射越模糊和哑光。然后材质将显得柔和和粗糙。一般来说,只有极少数真实世界的表面是完美的光滑和抛光。一般来说,反射中的一点粗糙会使它看起来更真实。增加粗糙值,但是,增加渲染时间的材质相应,因为增加分散需要更多的内存。
不透明度[0. . 100% ]
This property represents the intensity of the Reflection channel. Here you can control the reflection’s intensity in percent or define its opacity via Nodes or textures.
此属性表示反射通道的强度。在这里你可以控制反射的强度在百分之百或定义其透明度通过节点或纹理。
BSDF 类型
This setting uses falloff curves to define the divergence from the ideal relationship between incidence and exit angle.
这种设置使用衰减曲线来定义从理想的关系之间的入射和出射角度的散度。
See also Type.
参见类型。
型各向异性
模式
Here you can define which simulated progression the scratches or ridges on the surface should have that cause the distorted reflection.
在这里,你可以定义哪个模拟的进展表面上的刮痕或山脊应该导致扭曲的反射。
各向异性[0. . 100% ]
Defines the intensity of the distortion in the reflection.
定义反射中失真的强度。
划痕[0. . 100% ]
Defines the depth of the ridges or scratches.
定义脊或划痕的深度。
划痕密度[0. . 10000]
Defines the distance between the scratches. A larger value will move the scratches correspondingly closer together.
定义划痕之间的距离。较大的值将相应地使划痕更加接近。
模式: 没有
旋转[-360. . 360 ° ]
Defines the direction of the simulated scratches and therewith the direction of the distortion of the reflection.
定义模拟划痕的方向,并由此定义反射的失真方向。
图案-放射状图案
Rotation[-5729577951308232523776..5729577951308232523776°]
轮流[-5729577951308232523776.5729577951308232523776 ° ]
Rotates the scratch pattern.
旋转划痕模式。
Tiles U[1..10000]
Tiles V[1..10000]
Tiles u [1.10000] Tiles v [1.10000]
The number of pattern repetitions in the texture tile’s U and V direction.
纹理贴图 u 和 v 方向的图案重复次数。
菲涅耳模式
As with the standard and physical materials, various modes are available for calculating the falloff of reflection intensity:
与标准材质和物理材质一样,反射强度衰减的计算也有多种模式:
菲涅耳模式-艺术
额叶不透明度[0. . 100% ]
This setting defines the opacity of the reflection in regions that are primarily viewed perpendicularly. The size of these regions and their reflective transition to regions viewed at flatter angles is defined by the Fresnel Exponent setting.
这个设置定义了主要垂直观察区域的反射的不透明度。这些区域的大小和他们的反射过渡到区域观看更平坦的角度是由菲涅耳指数设置定义。
边缘颜色
This color value makes it possible to color reflections viewed at flatter angles separately.
这个颜色值使得分别从较平坦的角度观察颜色反射成为可能。
边缘强度[0. . 100% ]
This setting multiplies the selected edge color, which also affects the edges’ brightness.
此设置将选定的边缘颜色倍增,这也会影响边缘的亮度。
边缘不透明度[0. . 100% ]
This setting defines the opacity of the reflections in regions viewed at flatter angles. The size of the region in which the reflection lies is defined using the Fresnel Exponent setting. Small exponents enlarge the area that can be affected by the Edge Color, Edge Intensity and Edge Opacity values.
这个设置定义了以平面角度观察反射区域的不透明度。反射所在区域的大小是使用菲涅耳指数设置来定义的。小指数放大的区域可以受到影响的边缘颜色,边缘强度和边缘不透明度值。
菲涅耳指数[0. . 10]
A larger Fresnel Exponent value decreases the size of the reflection’s edge areas that lie in regions viewed at flatter angles. This results in these regions also show the coloring and intensity of the reflection as the areas viewed perpendicularly. The settings meant for the regions viewed at flatter angles will then also be used more for surfaces viewed perpendicularly.
菲涅耳指数值越大,反射的边缘区域的大小就越小,而这些区域位于以较平坦的角度观察的区域。这个结果在这些区域也显示着色和强度的反射作为垂直观察的领域。设置意味着区域观看更平坦的角度,然后也将使用更多的表面垂直观看。
菲涅耳模介质
预设
This is a list of different refraction indices of dielectric materials such as glass and water.
这是一个列表的不同折射率的电介质材质,如玻璃和水。
0. . 1000]
If the dielectric material you want simulate is not included in the Presets list, you can enter a custom refraction index here. Refraction indices are physical values that define a material’s reflective or refractive behavior. Various lists of refraction indices of real-world materials can be found online.
如果你想模拟的电介质材质没有包括在预设列表中,你可以在这里输入自定义折射率。折射率是定义材质的反射或折射行为的物理值。在网上可以找到真实世界材质的各种折射率列表。
菲涅耳模导体
预设
This is a list of various refraction indices for metals such as aluminum, gold and silver. Note that the coloring of the reflection can be affected depending on the selection made.
这是一个列表的各种金属折射指数,如铝,金和银。请注意,反射的颜色可能会受到影响,这取决于所做的选择。
IOR (n)[ XYZ ]
This vector defines the refraction index separately for red, green and blue portions of the reflection.
这个矢量分别为反射的红、绿、蓝部分定义折射率。
吸收(k)[ XYZ ]
This vector defines the intensity of the red, green and blue color portions in the reflection and is therewith primarily responsible for coloring the reflection for metal surfaces.
这个矢量定义了反射中红色、绿色和蓝色部分的强度,因此主要负责使金属表面的反射着色。
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
Since the angle of the surface viewed plays a role when a reflection is viewed, the Normal directions can be used to affect the reflections. This menu can be used to define if the Normal direction of the Bump or Normals channel or a custom Normal direction should be used. For a detailed description of all options, check out the Diffuse channel’s page.
由于观察到的表面的角度在观察反射时起作用,因此可以使用法线方向来影响反射。此菜单可用于定义是否应使用凸起或法线通道的法线方向或自定义法线方向。有关所有选项的详细说明,请查看漫反射通道的页面。