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Uber Material
优步材质
The Uber material is a node-based asset material. First off, this means that the material is calculated differently from standard or physical materials – it’s controlled by Nodes. Node Material Assets have the characteristic that they are often not visible in the Node that they affect or have to be modified directly to edit the material. The configuration can therefore often be done via the Attribute Manager or even via the Material Editor without having to open the Node Editor.
优步的材质是基于节点的资产材质。首先,这意味着材质的计算不同于标准或物理材质-它是由节点控制。节点材质资产具有这样一个特点,即它们通常不可见于它们所影响的节点,或者必须直接修改以编辑材质。因此,配置通常可以通过属性管理器完成,甚至可以通过材质编辑器完成,而无需打开节点编辑器。
This is due to the fact that the Node Material Assets as a rule are conceived for displaying a specific effect or a specific surface properties. This also applies to the Uber material, which, in conjunction with Material Nodes, simulates many properties of the familiar physical and standard materials. The Uber material is very well suited for getting familiar with the working principles of the Node Materials without having to do without the trusted material channels and their functions. Other than with the standard or physical materials, each new Material Node can be combined with the Uber material.
这是因为节点物质资产作为一个规则被设想用来显示一个特定的效果或一个特定的表面属性。这也适用于 Uber 材质,它与 Material Nodes 一起模拟了熟悉的物理和标准材质的许多属性。的材质非常适合于熟悉 Node Materials 的工作原理,而不必离开可信的材质通道及其功能。除了标准或物理材质,每个新材质节点都可以与 Uber 材质结合。
The Uber material can be edited in the Node Editor but you can also double-click on the preview images in the Material Manager and open the Material Editor, or you can edit the properties of a selected Uber material in the Attribute Manager.
Uber 材质可以在 Node Editor 中编辑,但是你也可以在 Material Manager 中双击预览图片并打开 Material Editor,或者你可以在 Attribute Manager 中编辑所选 Uber 材质的属性。
Separate Connector settings can be used to link individual Uber material channels with Material Nodes or textures. This is probably the most obvious difference between the Uber material and the standard material, which does not offer such a link option.
单独的连接器设置可以用来链接材质节点或纹理的个别 Uber 材质通道。这可能是 Uber 材质和标准材质之间最明显的区别,标准材质没有提供这样的链接选项。
To create a link, click on a Connector in the Material Editor or Attribute Manager and select Load Texture to load a new bitmap, Textures to link to a texture that’s already linked elsewhere, or Connect Node to link to the Material Node listed there.
要创建一个链接,点击材质编辑器或属性管理器中的连接器,然后选择加载纹理来加载一个新的位图,纹理来链接到已经链接到其他地方的纹理,或者连接节点来链接到列出的材质节点。
Basic tab in the Attribute Manager
属性管理器中的基本选项卡
When a Uber material is selected, several settings will be made available in the Attribute Manager’s Basic tab (don’t mix this up with the tag of the same name when a material is selected in the Node Editor):
当一个 Uber 材质被选中时,一些设置会在属性管理器的基本选项卡中可用(当节点编辑器中选中一个材质时,不要把它和同名的标签混在一起) :
In the left column of the Material Editor or in the Attribute Manager’s Basic tab you will find the available material channels for the Uber material, which orient themselves in large part to the channels of a standard or physical material. Enabling the options next to the material channels will activate the respective material’s properties. Furthermore, you can edit the material’s Name and its assignment to a Layer as usual.
在材质编辑器的左栏或者属性管理器的基本选项卡中,你可以找到 Uber 材质的可用材质通道,这些通道在很大程度上指向标准材质或者物理材质的通道。启用材质通道旁边的选项将激活相应材质的属性。此外,你可以编辑材质的名称和它的分配到一个层像往常一样。
A button blow the material channel lets you open the Node Editor to directly access the Material Nodes.
一个按钮吹材质通道让你打开节点编辑器直接访问材质节点。