Shader
着色器
Basic 基础Coord.Effector 效果器Parameter 参数Deformer 分离器Shading 阴影Falloff 女名女子名
Shader
着色器
Tip:
提示:
Note also the 还要注意Shader Field, which works similarly within the Field functionality.
,它在 Field 功能中的工作方式类似
Above, a noise (Voronoi) is used to define position
and rotation of the clones via its gray scale values. 上图中,一个噪声(Voronoi)通过它的灰度值来定义克隆的位置和旋转
The Shader Effector primarily uses a texture’s gray scale values to transform clones. To do this, the texture
somehow needs to be projected onto the clones. UV-mapping is used in place of Material tags.
着色效果器主要使用纹理的灰度值来转换克隆。为了做到这一点,纹理需要以某种方式投影到克隆上。使用 UV-mapping 来代替 Material 标签。
The Shader Texture can also be used to color clones (as well a Lights!) directly. Simply define the
following:
着色器纹理也可以直接用于颜色克隆(以及灯光!)。简单定义如下:
- A texture in the 一个纹理在Shading 阴影 tab (faster method) or 选项卡(更快的方法)或
- Drag a
material containing a texture in a texture channel onto the Shader Effector and select the corresponding
texture channel in the 将纹理通道中包含纹理的材质拖到着色器效果器上,然后在Shading 阴影 tab’s 标签Channel 频道 menu.
In case you have several Material tags, simply drag the corresponding tag into the 菜单。如果有多个 Material 标记,只需将相应的标记拖动到Material tag 材质标签 field. (offers better projection control). 字段。(提供更好的投影控制)
When using linear or radial clone modes, we recommend using the 2D-UColor Gradient shader.
当使用线性或径向克隆模式时,我们建议使用2d-uccolor 梯度着色器。
Note
注意
The Shader Effector serves well as a 着色效果器可以很好地作为basic 基本的 Effector if, for example, you only want
to influence the clones based only on their position, scale and angle falloff settings. Make sure no shader
or Material tag has been loaded in the 如果,例如,你只想影响克隆只基于他们的位置,规模和角度衰减设置。确保没有着色器或材质标签已加载到Shader 着色器 tab.
标签
Tip
小贴士
The Shader Effector is also effective for creating attractive, random, discreet values. So, what exactly does
that mean?
着色效果器也是有效的创造有吸引力,随机,谨慎的价值观。那么,这到底意味着什么呢?
From left to right: Cloned surface; Shader Effector
with noise; Shader Effector with noise and additional Colorizer. 从左到右: 克隆表面; 着色效果与噪音; 着色效果与噪音和附加着色器
Let’s say you want to clone a surface in a grid array and the clones should be randomly rotated in 90-degree
steps. The Shader Effector (Parameters tab: W.H = 360°) can be used to create a
random grayscale dispersion that will reduce the colorizer to 4Discrete gray tones:
假设您想在一个网格数组中克隆一个表面,并且克隆应该以90度的方式随机旋转。着色器效果器(参数标签: W.H = 360 °)可以用来创建一个随机的灰度分散,将着色器减少到4个离散的灰度色调:
- Create a Layer Shader in the 创建一个图层着色器Shading 阴影 tab. 标签
- Create a Noise Shader
( 创建一个噪声着色器(Cell Noise 手机噪音; lower the ; 降低Global Scale 全球规模 value) in the
Layer Shader and subsequently an Effector Colorizer ( 值)的图层着色器和随后的效果着色器(Effect 效果
button). 按钮)
- Adjust the Colorizer to match the gradient shown above (all tags white, intensity set to:
100, 75, 50 and 25 percent, respectively). 调整着色器以匹配上面显示的渐变(所有标签为白色,亮度设置为: 100,75,50和25% ,分别)
Since the levels of intensity are defined in steps of 25% the Shader Effector can only rotate the clones
randomly by 0, 90, 180 or 270 degrees. Using this method, any random discrete value can be generated. All you
have to do is match the colorizer gradient to the number of steps involved.
由于强度等级是以25% 的步骤确定的,所以着色效果器只能将克隆随机旋转0、90、180或270度。使用这种方法,任何随机离散值都可以生成。所有你需要做的就是匹配渐变颜色的数量涉及的步骤。