Displacement
排水量
Contrary to the Bump and Normal effects, the Displacement effect will actually modify the object’s surface. Existing surface points will be offset during rendering. You can optionally add subdivisions to the surfaces for rendering to make the effect less dependent on the object’s polygon density.
与 Bump 和 Normal 效果相反,位移效果实际上会修改物体的表面。现有的表面点将在渲染期间偏移。您可以选择为渲染表面添加细分,以减少对象的多边形密度对渲染效果的依赖。
价值
Here you can link the texture or the Material Node that should be used for the deformation. Grayscales or colored textures or Nodes can be used.
在这里你可以链接纹理或材质节点,应该用于变形。可以使用灰度、彩色纹理或节点。
类型
This setting defines the method with which the displacement should be calculated. Depending on whether a grayscale or color texture is used for Value, different methods will be made available:
此设置定义了计算位移的方法。取决于是使用灰度还是颜色纹理作为值,不同的方法将可用:
强度[-∞00. . + ∞00% ]
Multiplier for the displacement’s intensity
位移强度乘数
位移高度[-∞ . . + ∞ m ]
This setting defines the distance the displacement will travel. The Displacement Height will be multiplied by the Strength to create the actual effect.
这个设置定义了位移移动的距离。位移高度将乘以力量来产生实际效果。
Sub-Polygon Displacement
Round Geometry
次多边形位移中心几何
Activates the additional subdivision of the rendered surfaces. This applies for the entire object to which the material is assigned. It can therefore be a good idea to delete object elements that are not visible since these will then not need to be subdivided. The subdivision can also be used to round off the object if Round Geometry is enabled. The effect is then identical to making the object a Child object of a Subdivision Surface object only that the subdivision will first be visible when the object is rendered.
激活渲染曲面的附加细分。这适用于将材质分配给的整个对象。因此,删除不可见的对象元素可能是一个好主意,因为这样就不需要对这些元素进行细分。如果启用了 Round Geometry,还可以使用细分来圆化对象。这样的效果就等同于使对象成为细分曲面对象的子对象,只是细分在对象呈现时首先是可见的。
细分级别[1. . 10]
This setting can be used to define the number of subdivisions generated by Sub-Polygon Displacement. As usual, the greater the number of subdivisions, the better the result will be and the longer rendering will take – and the more memory that will be required for rendering.
这个设置可以用来定义子多边形位移产生的细分数。像往常一样,细分的数量越多,效果就越好,渲染时间就越长,渲染所需的内存也就越多。
Note that this value can differ depending on the object in question. For example, if you apply the same material to a cube primitive and a Plane object, the results will differ since the default cube only had six polygons and the Plane object has 400.
请注意,这个值可能因所涉及的对象的不同而有所不同。例如,如果将相同的材质应用于一个立方体基元和一个 Plane 对象,结果会有所不同,因为默认的立方体只有6个多边形,而 Plane 对象有400个。
The same applies to an object that has different subdivisions. A character, for example, will have many more polygons in its face than in its thigh. Nevertheless, the all surfaces will be subdivided equally.
这同样适用于具有不同细分的对象。例如,一个角色的脸上的多边形比大腿上的多边形多得多。然而,所有的表面将被平均地再分割。
Internally, the following polygon count will be calculated per polygon:
在内部,将计算每个多边形的下列多边形数:
For a subdivision of 8, for example, the following polygon count would be generated for rendering:
例如,对于8的细分,将生成以下用于呈现的多边形计数:
Cube: 6*256*256 = 393.216 Polygons
6 * 256 * 256 = 393.216多边形
Plane: 400*256*256 = 26.214.400 Polygons
400 * 256 * 256 = 26.214.400多边形
Always make sure the textured object’s polygon density is as uniform as possible so the Displacement effect can be applied as uniformly as possible.
始终确保纹理对象的多边形密度尽可能均匀,以便位移效果能够尽可能均匀地应用。