Effector
效果器
强度[-∞ . . + ∞% ]
The Strength value is a measure of the Effector’s overall strength. As with other Strength values, this can also be set to less than 0% or greater than 100%.
力量值是衡量效果器整体力量的指标。与其他强度值一样,这个值也可以设置为小于0% 或大于100% 。
选择
A MoGraph Selection or MoGraph Weightmap tag can be dragged into this field or placed automatically by selecting a Cloner Object and an existing MoGraph selection/weighting, and creating an Effector.
MoGraph Selection 或 MoGraph Weightmap 标签可以拖放到这个字段中,或者通过选择 Cloner 对象和现有的 MoGraph 选择/权重并创建一个 Effector 自动放置。
The Effector will then work as follows, depending on the tag’s settings:
然后 Effector 将按照以下方式工作,具体取决于标记的设置:
模式
The Push Apart Effector reacts differently as long as the Radius is large enough to allow the effect to unfold properly. The following modes are available:
只要半径足够大,使效果能够正确展开,推开效果器就会有不同的反应。以下模式可供选择:
藏起来
Clones will not be moved. They will be hidden. It may happen that more clones are hidden than is actually necessary.
克隆人不会被移动。它们会被隐藏起来。可能出现的情况是,隐藏的克隆比实际需要的更多。
A so-called ,blue noise’ algorithm is integrated, which makes sure clones are dispersed when working with very many clones, e.g., for biology/fauna (such as cells, trees in a forest, etc.): a random distribution for which a minimum spacing and a higher level of randomness are maintained than with the Push Apart mode.
一个所谓的“蓝色噪音”算法被集成,它确保在处理非常多的克隆时,克隆被分散,例如,对于生物/动物(例如细胞、森林中的树木等) : 一个最小间距和更高水平的随机分布比 Push Apart 模式被保持。
Here the Strength slider has no effect. The Hide mode is either enabled or disabled - no in-between states.
在这里,强度滑块没有效果。隐藏模式可以是启用或禁用的——没有中间状态。
分开
When in this mode, an attempt will be made - depending on the Radius value defined - to create the defined minimum distance by pushing the clones apart. If the clones lie too closely together, the entire clone group will be inflated spatially (instead of the clones "looking for" free spaces).
在这种模式下,将尝试——取决于定义的半径值——通过将克隆分开来创建定义的最小距离。如果克隆靠得太近,整个克隆群就会在空间上膨胀(而不是克隆“寻找”自由空间)。
If intersecting occurs (mostly with high numbers of clones), increase the Iteration value.
如果发生交叉(大多数情况下是大量的克隆) ,则增加迭代值。
按比例分开
As soon as the virtual spheres (see Radius) intersect, the respective clones will be scaled down. The greater the intersection, the more the clones will be scaled down. Clones that lie close together will be made smaller the larger the Radius value becomes.
一旦虚拟球体(见半径)相交,相应的克隆将缩小。交集越大,克隆就会缩小得越多。靠得越近的克隆体,半径值越大,克隆体就会越小。
Assuming you are using polygon spheres as clones and you define a sphere radius here, the scaled spheres will barely touch.
假设你使用多边形球作为克隆,你在这里定义一个球半径,缩放球将几乎不接触。
沿着 XAlong y Along z
In principle, this works similarly to Push Apart only that the clones are pushed apart only along their axis defined here. This is, for example, very useful if the clones are arranged on an object’s surface (e.g., on a sphere) and the clones are then pushed outwards away from the surface. The clones cannot be pushed in just any direction.
原则上,这与 Push Apart 的工作方式类似,只是克隆只是沿着这里定义的轴被推开。例如,如果克隆被安排在一个对象的表面上(例如,在一个球体上) ,然后克隆被推到远离表面的地方,这就非常有用。克隆人不能被推向任何方向。
半径[0. . + ∞ m ]
Imagine a sphere with this radius around each clone. If these radii intersect, the Push Apart Effector will react accordingly, depending on which Mode is selected.
想象一下每个克隆周围都有这个半径的球体。如果这些半径相交,推除效果器将作出相应的反应,取决于哪个模式是选择。
If Effectors are used whose scaling changes: The scaling will affect the radius defined here! This means that if you define a Radius of 20 and the scaling has a Radius of 2 defined, the actual radius will be 40.
如果效果器的缩放改变: 缩放将影响这里定义的半径!这意味着如果你定义半径为20,并且缩放半径为2,那么实际的半径将是40。
迭代[0. . 1000]
This setting can be seen as a type of quality controller. The Push Apart Effector works iteratively (repeated application until a condition (here, the Radius between clones to be reached) is met or the iteration count is reached) and therefore requires an imbedded limit.
这种设置可以看作是一种质量控制器。Push Apart Effector 迭代工作(重复应用,直到满足条件(这里是要达到的克隆之间的半径)或达到迭代次数) ,因此需要嵌入限制。
The more clones you have, the greater the probability that the Iterations value will have to be increased in order to reach the defined radius or minimum distance.
克隆越多,为了达到定义的半径或最小距离,需要增加迭代值的概率就越大。
The larger the value, the more precise the result will be - and the longer it will take to render.
值越大,渲染结果就越精确,渲染时间也就越长。