Randomize 随机化Basic 基础Coord.Effector 效果器Parameter 参数Deformer 分离器Falloff 女名女子名

Effector

效果器

Strength[-∞..+∞%]

强度[-∞ . . + ∞% ]

Use this setting to adjust the overall strength of the effect. Values of less than 0% and greater than 100% can be entered.

使用此设置来调整效果的整体强度。可以输入小于0% 和大于100% 的值。

Selection

选择

At left a Step Effector without a selection, at right with a selection. 在左边的步骤效果没有选择,在右边的选择

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:

Min/Max

最低/最高

Maximum[-∞..+∞%]

最大[-∞ . . + ∞% ]

Use these settings to increase or decrease internal range values.

使用这些设置可以增加或减少内部范围值。

Note also the Remapping settings for the Layers in the Field list. Use this Field functionality as your preferred method since it’s more powerful and easier to understand in combination with other Layers.

还要注意字段列表中图层的重新映射设置。使用这个字段功能作为您的首选方法,因为它更强大,更容易理解与其他层组合。

Minimum[-∞..+∞%]

最小[-∞ . . + ∞% ]

Random Mode

随机模式

Clockwise from the top left: 从左上角开始顺时针方向:Random Mode 随机模式Random 随机, Gaussian 高斯分布, Noise 噪音, Turbulence 湍流 (very large 非常大Scale 比例 values used for demonstration purposes). Transformation was done with 用于演示目的的值)P.Y.

Five random modes are available:

五种随机模式可供选择:

Random
Gaussian

随机高斯分布

These two modes provide truly random results. Gaussian generally provides somewhat lower values as does Random. Modifying the Seed,value will result in completely different random values.

这两种模式提供了真正随机的结果。高斯通常提供一些较低的值作为随机。修改 Seed,值将导致完全不同的随机值。

Noise
Turbulence

Internally, a 3D noise is used to supply the clones with random values. Turbulence ensures that the noise is less uniform. Noise in particular is good for animating random values because it modifies the random values in a constant, harmonious manner. Basically, it has the same effect as noise loaded into a Shader Effector. Noise / Turbulence offer the following settings:

在内部,一个3D 噪声被用来提供随机值的克隆。湍流确保了噪音的不均匀性。噪声尤其适合于动画随机值,因为它以一种恒定、和谐的方式修改随机值。基本上,它有相同的效果噪音加载到一个着色器效果。噪音/湍流提供以下设置:

Sorted

分类

This mode ensures that each Clone appears the same number of times (preferred number of times: exactly once) during the random dispersion.

这种模式确保每个克隆在随机分散期间出现相同的次数(优先数字: 正好一次)。

This can be realized in two ways:

这可以通过两种方式实现:

Arrangement of Clones

克隆人的排列

Multi Shader

多着色器

Each texture will be randomly applied once per Clone. 每个纹理每个克隆随机应用一次

Together with the Multi Shader you can ensure that each Clone is randomly assigned its own unique texture. This texture will only be used once. One practical application would be a card game in which there is only one of each card (texture).

与多着色器一起,你可以确保每个克隆随机分配它自己独特的纹理。这个纹理只能使用一次。一个实际的应用是纸牌游戏,其中每张牌(纹理)只有一张。

The following pre-conditions must however be met:

但是,必须满足下列先决条件:

Varying the Seed value will result in a correspondingly varied mixing of "cards" (s.a. Startwerte).

不同的种子价值将导致相应的各种混合“卡”(s. Startwerte)。

Synchronized

同步

Activate this option if the same values for position, scale and angle, etc. should apply. Otherwise an individual random value will be interpolated for each transformation.

如果位置、比例和角度等应该使用相同的值,则激活此选项。否则,每个变换都会插入一个单独的随机值。

Indexed

索引

Important for Noise and Turbulence modes: If this option is not active, equal random values for X, Y, and Z will be ascertained when Noise is sampled internally, which can lead to diagonal movement when an animation is played.

重要的噪声和湍流模式: 如果这个选项是不活跃的,相等的随机值 x,y,和 z 将确定当噪声内部采样,这可能导致对角线运动时,动画。

Activate this option to interpolate different random values, which will result in more random and natural movements.

激活此选项来插值不同的随机值,这将导致更随机和自然的运动。

Seed[0..+∞]

Seed [0. . + ∞]

Changing the Seed value will result in entirely different random values.

更改 Seed 值将导致完全不同的随机值。

Space

太空

Global
UV

全球紫外线

When set to Global, the noise will be fixed spatially, i.e., when the cloner moves, clones will be assigned editable random values in addition to being temporally offset (Animation Speed must be set to 0). When set to UV, the spatial (non-animation dependent) values of a moving Cloner will remain constant (only available in conjunction with Noise and Turbulence random modes).

当设置为 Global 时,噪声将在空间上固定,也就是说,当克隆器移动时,克隆将被分配可编辑的随机值,此外还会被临时偏移(动画速度必须设置为0)。当设置为紫外线,空间(非动画依赖)值的移动克隆将保持不变(只有在与噪音和湍流随机模式)。

Animation Speed[0..+∞%]

动画速度[0. . + ∞% ]

If the falloff you defined using the spline curve should take place over time, enter a value greater than 0 here. Fantastic results can be achieved by using the Animation Speed setting (only available in the Noise and TurbulenceRandom modes).

如果使用样条曲线定义的衰减随时间发生,请在此处输入大于0的值。奇妙的结果可以通过使用动画速度设置(只有在噪音和湍流模式可用)。

Scale[0..+∞%]

比例[0. . + ∞% ]

This value represents the noise’s global scale. In the image above, very large Scale values were used for demonstration purposes, which actually has less to do with randomness. If the noise in the image above were made much smaller, the wave-like structure would become much more inconspicuous. Eventually each clone will really only randomly receive values from its neighbor.

这个值代表噪声的全局尺度。在上面的图片中,非常大的比例尺值被用于演示目的,这实际上与随机性关系不大。如果上面图像中的噪声小得多,波状结构就会变得不那么明显。最终,每个克隆实际上只是从它的邻居那里随机接收值。