Inputs
投入
Tip: 提示:正常
Here you can link a Normal Map texture or another Node.
在这里您可以链接一个法线贴图纹理或另一个节点。
强度[-∞00. . + ∞00% ]
This setting can be used to define the intensity of the Normal Mapping effect. Negative values will lead to an inversion of the effect. Note that the Normal Mapping effect will not modify the object’s shape but only its surface shading. Very extreme modifications of the Normals can therefore end up looking unnatural.
此设置可用于定义法线贴图效果的强度。负值会导致反向效果。请注意,法线贴图效果将不会修改对象的形状,而只是其表面阴影。因此,非常极端的法线变化看起来不自然。
预置
Here you can select a preset for the processing of a Normal map. If the Normal Map is encoded in object space, select C4D Object Space. The options for Flip X, Flip Y and Flip Z will be adapted accordingly, as will the Space setting. The same applies for the Presets C4D Tangent Space and C4D World Space. If you want to define the Space setting and the evaluation of the RGB color channels yourself, select Custom in the Presets menu.
在这里您可以选择一个预设置来处理法线贴图。如果“法线贴图”是在对象空间中编码的,请选择 C4D 对象空间。翻转 x,翻转 y 和翻转 z 的选项将相应调整,空间设置也是如此。这同样适用于预设 C4D 切线空间和 C4D 世界空间。如果要自己定义空间设置和 RGB 颜色通道的计算,请在预设菜单中选择“自定义”。
General instructions for use of the preset system can be found here
使用预置系统的一般说明可以在这里找到
Flip X
Flip Y
Flip Z
Swap Y and Z
交换 y 和 z
Since the generation of Normal textures is not standardized, many programs have their own way of doing things, e.g., sometimes the green color component defines the Y direction and sometimes the blue. In order to ensure maximum compatibility, you can swap each color component here.
由于普通纹理的生成没有标准化,许多程序都有自己的处理方式,例如,有时候绿色组件定义 y 方向,有时候定义蓝色。为了确保最大的兼容性,你可以在这里交换每个颜色分量。
For the most commonly used Space, Tangent, the following rule of thumb applies:
对于最常用的空间---- 切线,应用以下的经验法则:
太空
The direction of the Normals can be defined by different axis systems, which can be selected from this menu.
法线的方向可以通过不同的轴系统来定义,这些轴系统可以从菜单中选择。