Diffuse
漫反射
The Diffuse surface property defines the surface shading that is created by incoming light. By default, this includes the shading via diffuse light, i.e., light emitted or reflected by other surfaces. An experiments makes this clear. At the left is a basic setup in which a cloth is illuminated from the left by a physical light. A simple polygon is on the right to which a Uber material with activated Emission properties was assigned. At the center you can see that both sides of the cloth are illuminated when rendered. If the Color Channel option is enabled for the Node Material in the Preferences menu, shading can only created by direct illumination or Global Illumination. This can be seen at the right side of the image.
漫反射表面属性定义了由入射光创建的表面阴影。默认情况下,这包括通过漫射光,也就是通过其他表面发射或反射的光,进行阴影处理。一项实验表明了这一点。在左边是一个基本的设置,其中一块布料是从左边被物理光照亮。右边是一个简单的多边形,一个具有激活发射特性的 Uber 材质被分配到这个多边形上。在中间你可以看到布料的两面在渲染时都被照亮了。如果在首选项菜单中的节点材质中启用了颜色通道选项,阴影只能通过直接照明或全局光源来创建。这可以在图像的右侧看到。
In this material channel you can define the surface properties that arise via the interaction of the environment with the surface color. This not only includes light sources but all surrounding surfaces. The effect reflects that of a diffuse Reflection channel in the standard or physical materials and can therefore also make the use of Global Illumination as a post effect unnecessary if only materials based on the BSDF render model are used throughout the project.
在这个材质通道中,你可以定义通过环境与表面颜色的相互作用而产生的表面特性。这不仅包括光源,还包括周围的所有表面。该效果反映了标准或物理材质中的漫反射通道,因此如果整个项目只使用基于 BSDF 渲染模型的材质,也可以使用全局光源作为后期效果不必要。
If you don’t want to use this surface that was rendered as a diffuse reflection, the diffuse material property can also be rendered as a normal shaded surface that only reacts to the illumination via light sources and Global Illumination. To do so , open the Project Settings menu in the Cinema 4D Edit menu and activate the Use Color Channel for Node Material option. This option will then affect all Node Materials throughout the project.
如果你不想使用这个渲染为漫反射的表面,漫反射材质属性也可以渲染为一个普通的阴影表面,只有通过光源和全局光源反应。为此,在 Cinema 4D Edit 菜单中打开 Project Settings 菜单,激活 Use Color Channel for Node Material 选项。此选项将影响整个项目的所有节点材质。
颜色
Here you can define the color that should interact with the illumination and diffuse reflection of the surface. Use the Node connector icon if a pattern or texture should be used instead of a homogenous color value.
在这里你可以定义颜色,应该与照明和漫反射的表面相互作用。如果应该使用图案或纹理而不是同质颜色值,则使用 Node 连接器图标。
强度[0.10000000000% ]
Here the brightness of the selected color can be multiplied. Note that the physical properties of the surface can be adulterated with values in excess of 100%. The surface may then appear brighter than it actually should with the shading.
在这里,所选颜色的亮度可以乘以。请注意,表面的物理性质可以掺杂超过100% 的数值。然后表面可能会出现比实际上应该与阴影亮。
粗糙度[0. . 100% ]
The Diffuse channel’s shading model, which itself is already diffuse, can also be affected by the Roughness value. If set to 0%, the shaded areas will reflect the diffuse Lambert shading model, which creates a high-contrast transition between the perpendicular and flat illuminated areas. The higher the Roughness value, the correspondingly lower the contrast will be and therefore more matte and homogenous. Roughness values greater than 0% will lead to use of the Oren-Nayer shading model. In addition to the percent value, textures or Nodes that produce grayscales can be used to control the effect.
漫反射通道的阴影模型,其本身已经是漫反射,也可以受粗糙度值的影响。如果设置为0% ,阴影区域将反映漫射兰伯特阴影模型,这创造了垂直和平面照明区域之间的高对比度过渡。较高的粗糙度值,相应较低的对比度将,因此更哑光和均匀。粗糙度值大于0% 将导致使用人-奈耶尔阴影模型。除了百分比值之外,可以使用产生灰度的纹理或节点来控制效果。
不透明度[0. . 100% ]
This is the diffuse intensity of the surface property. Here you can either control the intensity of the diffuse shading via percent or, for example, use Nodes to define the opacity using a grayscale texture. The effect reflects the Brightness setting in the standard material’s Diffuse channel. A reduction of opacity will therefore darken the surface color.
这是表面性质的扩散强度。这里您可以通过百分比控制漫反射阴影的强度,或者,例如,使用节点来定义使用灰度纹理的不透明度。这种效果反映了标准材质漫反射通道的亮度设置。降低不透明度会使表面颜色变暗。
An alternate behavior can be enabled if the Layer Opacity option is disabled in the material’s Opacity channel. This can even then be done if the Opacity channel is disabled. The Opacity in the Diffuse channel will then affect the color like an alpha channel or like a layer opacity in an image editing program.
如果在材质的不透明通道中禁用图层不透明选项,则可以启用替换行为。这甚至可以在不透明通道被禁用的情况下完成。在漫反射通道的不透明度,然后会影响颜色像一个阿尔法通道或像一个图像编辑程序层不透明度。
普通模式
A Uber material’s shading can be affected by surface Normals. Normally, only the Normal directions generated by the Normal or Phong tags will be used. By using Bump or Normal material properties, the orientation of these Normals can be modified. The orientation of the Normals can be edited separately for different material channels. You will find identical settings for using or modifying the Normal orientation in the material’s Diffuse, Reflection and Coating channels.
优步材质的阴影会受到表面法线的影响。一般情况下,只使用由 Normal 或 Phong 标签生成的 Normal 方向。通过使用凸起或法线材质属性,可以修改这些法线的方向。法线的方向可以根据不同的材质通道分别编辑。你会发现在材质的漫反射、反射和涂层通道中使用或修改法线方向的相同设置。
力量[0. . 100% ]
The intensity of the bump or Normal effect can be influenced by the Strength setting. Note that a bump or Normal effect does not modify an object’s shape and only manipulates its shading. Extreme modifications to Normals will therefore look unnatural or artificial if the actual shape of the surface loses its relation to the shading. Therefore, limit your use of a bump or Normal texture to the simulation of finer structures such as skin pores, wood grain or scratches.
强度设置可以影响凹凸或正常效果的强度。请注意,凹凸或正常效果并不修改对象的形状,只是操作其阴影。因此,如果表面的实际形状与阴影失去了联系,那么对法线的极端修改就会显得不自然或人为。因此,限制你的凹凸或正常纹理的使用,以模拟更精细的结构,如皮肤毛孔,木纹或划痕。
全球
If the Bump and Normal channels should automatically also affect the Diffuse channel, set Normal Mode to Global. This reflects the default setting.
如果凹凸通道和普通通道也应该自动影响漫反射通道,设置普通模式为全局。这反映了默认设置。
凹凸贴图
凹凸贴图
Use this setting if you want to use a custom bump map for the shading manipulation in this material channel.
如果你想在这个材质通道中使用自定义凹凸贴图的着色操作,请使用此设置。
碰撞强度[-∞00. . + ∞00% ]
The effect of the linked texture or Node can be amplified or inverted (negative values) using this setting.
使用此设置可以放大或反转链接纹理或 Node 的效果(负值)。
[0.001. . 100000% ]
Use this setting to define the size of the sample area for textures and two-dimensional structures. The smaller the value, the softer and weaker the bump effect will be.
使用此设置可定义纹理和二维结构的样本区域的大小。值越小,凹凸效果就越弱。
3D Epsilon [0.001. . 10万% ]
This setting’s function is comparable to UV Epsilon but only affects the sampling of three-dimensional bump structures. Smaller values will lead to a blurring and subduing of intensity.
这种设置的功能相当于 UV Epsilon,但只影响三维凹凸结构的采样。较小的数值会导致强度的模糊和压抑。
法线地图
This mode is primarily designed for use with a Normal texture.
这个模式主要是为使用普通纹理而设计的。
法线地图
Using this input, a Normal texture or corresponding Material Node can be linked. If a Relief Map Node is used, grayscales can also be used as a Normal Map. Compared to the Bump Map, the Normal Map offers many more details since it works with color values instead of simple gray values. This also makes it possible to control the subtleties in the shading.
使用这个输入,一个普通的纹理或相应的材质节点可以被链接。如果使用了地形图节点,灰度也可以用作法线贴图。与凹凸贴图相比,法线贴图提供了更多的细节,因为它使用的是颜色值而不是简单的灰度值。这也使得控制阴影的微妙之处成为可能。
Normal Strength[-∞00..+∞00%]
Presets
正常强度[-∞00. . + ∞00% ]预置
This menu can be used to select presets for the evaluation of a linked Normal Map. If a coding of the Normals is present in the object system, select C4D Space: Object. The options for Flip X, Flip Y, Flip Z and Swap Y&Z will be configured according to the selection made in the Space menu. The same applies to the Presets C4D Space: Tangent and C4D Space World.
此菜单可用于选择用于计算链接的法线贴图的预置。如果对象系统中存在法线的编码,请选择 C4D Space: Object。Flip x、 Flip y、 Flip z 和 Swap y & z 的选项将根据“空间”菜单中的选项进行配置。这同样适用于预设 C4D 空间: 相切和 C4D 空间世界。
Flip X
Flip Y
Flip Z
Swap Y and Z
交换 y 和 z
Since norms don’t necessarily exist for the creation of Normal textures, many programs play according to their own rules. Some use the green color component and some blue for the Y direction. To ensure maximum compatibility, you can switch each color here. For the most commonly used Space, tangent, the following rule of thumb applies:
因为规范并不一定存在于普通纹理的创建中,所以许多程序根据它们自己的规则进行操作。有些使用绿色组件和一些蓝色的 y 方向。为了确保最大的兼容性,你可以在这里切换每种颜色。对于最常用的空格,切线,下面的经验法则适用:
太空
The direction of the Normals can be described in different directions, which can be selected using the Space menu.
法线的方向可以在不同的方向上描述,可以使用“空间”菜单来选择。
自定义标准
In this mode, the direction of the Normals can be freely defined.
在这种模式下,法线的方向可以自由定义。
正常
Here you can link Material Nodes with which the Normal direction can be calculated individually.
在这里您可以链接材质节点,法线方向可以单独计算。