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

Bump

碰一下

Shading details can be faked by modifying the surface Normals without actually modifying the shape of the object itself. The surface remains unaffected as can be seen at the plane’s edges in this example. In the areas viewed at a flat angle, the effect is convincing enough to simulate fine scratches, pores or minor irregularities. 可以通过修改表面法线来伪造阴影细节,而不需要实际修改物体本身的形状。表面仍然不受影响,因为可以看到在飞机的边缘在这个例子。在区域观察一个平坦的角度,效果是令人信服的足以模拟细划痕,毛孔或轻微的不规则

By manipulating object surface Normals, the surface shading can be modified. Minor irregularities such as scratches or pores or wood grain can be simulated without affecting the object’s geometry. Since this is merely a shading effect, the shape of the object will not change. The Bump channel uses grayscales to affect the Normals. Brighter areas will be raised and darker areas sunken.

通过操作物体表面法线,可以修改物体表面的阴影。轻微的不规则,如划痕或孔隙或木纹可以模拟而不影响对象的几何形状。由于这仅仅是一个阴影效果,物体的形状将不会改变。凹凸通道使用灰度来影响法线。明亮的区域将被凸起,暗色的区域将被凹陷。

Value

价值

Here you can link a texture or Material Node. Only the brightness values will be used. Therefore grayscale or monochrome structures can be used.

在这里你可以链接纹理或材质节点。只使用亮度值。因此可以使用灰度或单色结构。

Strength[-∞00..+∞00%]

强度[-∞00. . + ∞00% ]

This setting defines the intensity of the Bump effect. Negative values can be used to invert the brightness defined by the Value setting.

这个设置定义了凹凸效果的强度。负值可用于反转值设置所定义的亮度。

UV Epsilon[0.001..100000%]
3D Epsilon[0.001..100000%]

3D Epsilon [0.001. . 100000% ]

These settings reflect those of the material’s Bump Map in the Diffuse channel’s Normal Mode (see here).

这些设置反映了那些材质的凹凸贴图在漫反射通道的正常模式(见这里)。