Material 材质Preview 预览Basic 基础Inputs 投入Context 背景

Inputs

投入

Upper Elements

上层元素

Here you will find inputs for BDSF Nodes. To use more BDSF layers you can click on the Add button to add the desired number of ports. If you want to create an Emission or BSDF Node for a new port, you can click on the tiny drop-down menu next to the Add button.

在这里您将找到 BDSF 节点的输入。要使用更多的 BDSF 层,您可以单击 Add 按钮来添加所需的端口数量。如果要为新端口创建 Emission 或 BSDF 节点,可以单击 Add 按钮旁边的微小下拉菜单。

The layers farther down make up the basis, levels farther up also lie farther up on the material’s surface. The order of the layers can be modified per drag & drop in the Attribute Manger.

再往下的层构成基底,再往上的层也位于材质表面的更上层。在属性管理器中,每次拖放都可以修改图层的顺序。

Unused layers can be removed by clicking on the Remove button. Note that the BSDF Nodes linked with the respective port will also be removed.

未使用的图层可以通过点击删除按钮来删除。请注意,与相应端口链接的 BSDF 节点也将被删除。

The Copy and Paste buttons can be used to copy and paste selected BSDF layers. The Node connected with the respective input will not necessarily be copied.

复制和粘贴按钮可以用来复制和粘贴选定的 BSDF 图层。连接到相应输入的 Node 不一定会被复制。

Tip: 提示:
For many of the effects described below you will find example images in the respective material channel descriptions (e.g., 对于下面描述的许多效果,你可以在相应的材质通道描述中找到示例图像(例如,Transparency 透明度)

Emission

发光

A material’s emission, i.e., its luminance or reflected light, can be created directly via a BSDF layer. Alternatively you can pass on color values directly to the material via this link. The luminance does not underlie the BSDF layer setup and will therefore always affect the surface.

一种材质的发射,即它的亮度或反射光,可以通过 BSDF 层直接创建。或者你也可以通过这个链接将颜色值直接传递给材质。亮度不基于 BSDF 层设置,因此将始终影响表面。

Layer Alpha

阿尔法层

In diffuse BSDF layers, colors with alpha can also be used. Enable the Layer Alpha option if you also want to control the visibility of the BSDF layer. The material can then be made transparent, even if no transparent properties were defined for the material. Without this option, diffuse BSDF layers will always be completely opaque, even if they contain an alpha component.

在漫反射 BSDF 层,颜色与阿尔法也可以使用。如果您还想控制 BSDF 层的可见性,则启用层 Alpha 选项。这样材质就可以变得透明,即使没有为材质定义透明特性。如果没有这个选项,漫射 BSDF 层将始终是完全不透明的,即使他们包含一个阿尔法分量。

Alpha

阿尔法

Parts of the material can be made transparent using brightness values. If the Alpha is white, the material will remain completely visible at these locations. If the Alpha is black, the material will be completely transparent. For grayscales in-between, corresponding transitions in opacity will be created.

部分材质可以使用亮度值透明化。如果阿尔法是白色的,那么这些物质在这些位置仍然完全可见。如果阿尔法是黑色的,那么这种材质就是完全透明的。对于介于两者之间的灰度,将创建相应的不透明度转换。

Transparent

透明的

If this option is enabled, additional settings will be made available with which the material’s transparency and refraction properties can be defined, e.g., for simulating fluids and glass.

如果启用此选项,将提供额外的设置,可以定义材质的透明度和折射特性,例如,模拟液体和玻璃。

Transparency

透明度

The selected color will be used for the material’s transparency. Dark or heavily saturated colors will therefore lead to correspondingly less transparency than brighter or less saturated colors. The brightness of the selected color can therefore be used to reduce the channel opacity, comparable to the Opacity or Intensity settings of other channels. The Absorption setting is better suited for coloring fluids or glass surfaces since it does not affect the strength of the transparency.

选择的颜色将用于材质的透明度。因此,深色或饱和度较高的颜色会导致透明度相应地低于较亮或较不饱和的颜色。所选颜色的亮度可以用来降低通道的不透明度,与其他通道的不透明度或强度设置相当。吸收设置更适合于着色液体或玻璃表面,因为它不影响透明度的强度。

Presets

预设

Here you will find commonly used refraction indices of transparent materials such as glass or water – or even beer.

在这里你会发现常用的折射率透明材质,如玻璃或水,甚至啤酒。

IOR[1..5]

返回目录[1. . 5]

If you can’t find the material you’re looking for in the Presets menu, you can manually enter a refraction value here. The refraction index also affects the intensity of the reflection that is also calculated. Larger values will increase the reflective effect accordingly and will slightly darken the transparency. The distortion in the depiction of the transparency will also increase correspondingly. A refraction index of 1.0 corresponds to that of air at room temperature and will therefore not create any noticeable refraction or reflection. In combination with a slightly darkened transparency color and a reflection, this can still suffice for the simulation of a thin foil or a window pane that can be rendered quickly, e.g., for an architectural visualization.

如果你不能在预设菜单中找到你想要的材质,你可以在这里手动输入折射值。折射率也影响反射的强度,这也是计算。较大的数值会相应地增加反射效果,并会使透明度稍微变暗。透明度描述中的失真也会相应增加。折射率为1.0相当于室温下空气的折射率,因此不会产生任何明显的折射或反射。结合稍微加深的透明颜色和反射,这仍然可以满足模拟一个薄箔或窗格,可以快速渲染,例如,为建筑的可视化。

Exit Reflections

退出反思

As soon as a refraction ray hits a wall when glass is rendered, two slightly varied reflections can be rendered – the one that is produced when the ray enters the glass and a second reflection when it exits the glass. Visually, the one-time reflection most often looks better on the front surface, even if this is not physically correct. To avoid this, disable this option.

当玻璃渲染时,一条折射光线接触到墙壁,就可以渲染出两种略有不同的反射——光线进入玻璃时产生的反射和退出玻璃时产生的第二次反射。从视觉上看,一次性反射在前表面看起来更好,即使这在物理上是不正确的。要避免这种情况,请禁用此选项。

Roughness[0..100%]

粗糙度[0. . 100% ]

This setting defines the amount of dispersion within the transparency. The higher the values, the more the objects behind the transparency will blur – like looking through a sand-blasted pane of glass. A higher Roughness value will as a rule lead to correspondingly longer render times.

此设置定义透明度内的分散量。值越高,越多的物体背后的透明度将模糊-就像通过一个沙尘暴窗格玻璃。较高的粗糙度值通常会导致相应的渲染时间较长。

Fresnel Reflectivity[0..100%]

菲涅耳反射率[0. . 100% ]

The defined Refraction Index will also be used for calculating a reflection on the transparency. Regions viewed perpendicularly will automatically be less reflective as regions viewed from a flatter angle. The Fresnel Reflectivity can be used to adjust the intensity of these reflections independent of their transparency.

定义的折射率也将用于计算透明度上的反射。垂直观察的区域会自动减少从平面角度观察的区域的反射。菲涅耳反射率可以用来调整这些反射的强度与它们的透明度无关。

Sampling Subdivision[0..16]

抽样细分[0. . 16]

This is the unit of measure for the refraction rays that are used by the Standard Renderer for roughness and matte effects within the transparency. The greater the number of rays, the softer and more noiseless the rendering will be – and the longer it will take to complete. If the Physical Renderer is used, this setting will not be applied since the quality of the rendering is defined directly in the Render Settings via the Blurriness and Shading Subdivisions settings.

这是折射光线的测量单位,标准渲染器用于测量透明度内的粗糙度和磨砂效果。光线的数量越多,渲染就会越软,也会越无声——而且完成的时间也会越长。如果使用了物理渲染器,这个设置将不会被应用,因为渲染的质量是通过模糊和阴影细分设置直接在渲染设置中定义的。

Blurriness[0..100%]

模糊度[0. . 100% ]

This setting defines degree of Fresnel reflection on the transparency and can simulate a matte or rough surface. Increasing values can also lead to longer render times for the material.

这种设置定义了菲涅耳反射的透明度,可以模拟亚光或粗糙表面。增加值也可以导致更长的渲染时间的材质。

Absorption

吸收

This setting defines the color with which the light penetrating a material will be colored. This can, for example, be used in the simulation of colored fluids or glass without darker colors diminishing the transparent effect.

这个设置定义了穿透材质的光线将被着色的颜色。例如,这可以用于有色液体或玻璃的模拟,没有较暗的颜色减少透明效果。

Absorption Distance[-∞..+∞m]

吸收距离[-∞ . . + ∞ m ]

This setting defines the distance of a ray of light within the material from which the Absorption color should take over completely. If the ray of light covers longer distances within the material, the coloring of the light will be correspondingly more intense.

这个设置定义了一束光线在材质中的距离,吸收色完全取代了这个距离。如果光线在材质内部覆盖更长的距离,光的着色就会相应地更加强烈。

Normal

正常

The shading of the surface is based on the orientation of the smoothed surface Normals. This setting can be used to affect the orientation of these Normals, e.g., to simulate irregularities or fine structures on the surface. As a rule, a Normal Map- or Bump Map Node will be linked here.

曲面的着色是基于光滑曲面法线的方向。这个设置可以用来影响这些法线的方向,例如模拟表面的不规则或精细结构。通常,一个法线贴图或者凹凸贴图节点会被链接到这里。

Displacement

排水量

Unlike with Normal- and Bump-Mapping, the Displacement function actually deforms the object’s geometry by moving the surface points. As a rule, a Displacement Map Node will be used with which a corresponding texture can be linked.

与法线映射和凹凸映射不同,位移函数实际上通过移动表面点来改变物体的几何形状。作为一个规则,一个位移映射节点将被用来连接一个相应的纹理。

Displacement Height[-∞..+∞m]

位移高度[-∞ . . + ∞ m ]

Here you can define the maximum degree of deformation for the Displacement function. If this value is in fact reached depends on the RGB or brightness values contained in the displacement map.

这里你可以定义位移函数的最大变形程度。如果实际上达到这个值,则取决于位移映射中包含的 RGB 或亮度值。

Sub-Polygon Displacement

亚多边形位移

Normally, the Displacement will only modify the position of existing polygon corner points. If an object only has very few polygons or if only a slight deformation should be created, the number of polygons and therewith the density of the surface points can be increased for rendering using the Sub-Polygon Displacement setting.

通常,位移只会修改现有多边形角点的位置。如果一个物体只有很少的多边形,或者只需要创建一个轻微的变形,那么多边形的数量以及随之而来的表面点的密度可以增加,以便使用次多边形位移设置进行渲染。

Round Geometry

圆形几何

If Sub-Polygon Displacement is applied, this option can be used to also round the subdivisions added for rendering, comparable to the effect a Subdivision Surface object would have.

如果使用子多边形位移,这个选项也可以用来对为渲染而添加的细分进行圆周处理,效果类似于细分曲面对象的效果。

Subdivision Level[1..10]

细分级别[1. . 10]

This setting defines the number of subdivisions that are generated by the Sub-Polygon Displacement function. The higher the value, the more detailed the result will be and the longer the render times will also be – and the more memory that will be required during rendering. Note that this value should be defined according to the object it affects. If, for example, you apply the same material to a cube primitive and a plane, the results will differ because the default cube has only six sides (polygons) and the Plane object has 400 polygons by default. The same applies for an object that has a very high local subdivision such as a character’s face, which will have many more subdivisions around the nose and ears than on its thighs, for example.

这个设置定义了子多边形位移函数生成的细分数。值越高,结果就越详细,渲染时间也就越长,渲染过程中需要的内存也就越多。注意,这个值应该根据它影响的对象来定义。例如,如果将相同的材质应用于一个立方体基元和一个平面,结果将会不同,因为默认的立方体只有六个边(多边形) ,而刨面对象默认有400个多边形。同样的道理也适用于局部细分很高的物体,例如角色的脸部,鼻子和耳朵周围的细分比大腿上的细分多得多。

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:

A subdivision level of 8 would produce the following polygon count for rendering for the example above:

细分级别为8将产生以下多边形数量的渲染上面的例子:

Cube: 6*256*256 = 393.216 polygons

6 * 256 * 256 = 393.216多边形

Plane: 400*256*256 = 26.214.400 polygons

平面: 400 * 256 * 256 = 26.214.400多边形

Always make sure you know the complexity of the respective model when defining a Subdivision Level and make sure the subdivision on the model is as uniform as possible so the Displacement function can also perform uniformly.

在定义细分级别时,一定要确保你知道各个模型的复杂性,并且确保模型上的细分尽可能统一,这样位移函数也可以统一执行。