Object Properties
对象属性
大小[ XYZ m ]
These values define the object’s dimensions in the X, Y and Z directions.
这些值在 x、 y 和 z 方向上定义对象的尺寸。
Width Segments[4..1000]
Depth Segments[4..1000]
宽度段[4. . 1000]深度段[4. . 1000]
These values define the number of width and depth subdivisions. The more segments you use, the finer the structure.
这些值定义了宽度和深度细分的数量。使用的细分越多,结构就越精细。
Rough Furrows[0..100%]
Fine Furrows[0..100%]
粗糙的犁沟[0. . 100% ]细小的犁沟[0. . 100% ]
Change how craggy the landscape with these values. Low values result in gentle hills, high values produce rough mountains. In the following illustrations, the Rough Furrows value was increased from left to right.
用这些价值观改变崎岖不平的地貌。低的价值导致平缓的丘陵,高的价值导致粗糙的山脉。在下面的插图中,粗糙的犁沟值从左到右增加。
比例[0. . 10]
This controls the height of the fissures in the landscape. Large values result in deep valleys, while smaller values give flatter landscapes.
这控制了景观中裂缝的高度。较大的数值会导致深谷,而较小的数值会产生较平坦的景观。
海平面[0. . 100% ]
This sets the height of the sea. The higher the value, the further the landscape slips into the sea. With 100% Sea Level, you have total flooding and nothing more than a simple plane.
这决定了海洋的高度。价值越高,景观滑入海洋的距离越远。在100% 的海平面上,你只需要一架简单的飞机就可以完全淹没海水。
If you disable Borders At Sea Level, you will see a rather different result. The landscape is truncated at sea level and is then lifted again to its full height, i.e., the parts rising from the water become steeper.
如果你禁用海平面边界,你会看到一个相当不同的结果。景观在海平面上被截断,然后再被提升到它的全部高度,也就是说,从水面上升的部分变得更陡峭。
高原水平[0. . 100% ]
The value works in the reverse way to Sea Level. Instead of being cut off from the bottom, the landscape is truncated from the top, creating flattened mountain tops. If the plateau level is set to 0%, a plane will result.
这个值与海平面相反。不是从底部切断,景观从顶部被截断,创造平坦的山顶。如果高原水平设置为0% ,就会产生一个平面。
If you switch off Borders At Sea Level then, after truncation, the landscape is lifted again to full height, i.e., the mountains become steeper.
如果你关闭海平面上的边界,那么在截断之后,景观再次被提升到完全的高度,也就是说,山脉变得更陡峭。
定向
Choose a value from this drop-down list to set the object’s initial orientation in space. This gives you a quick way to turn the object on its axis.
从此下拉列表中选择一个值,以设置对象在空间中的初始方向。这给你一个快速的方法来转动对象的轴。
多重分形
If you disable this option, Cinema 4D will use a different algorithm for generating the landscape. In general, leave Multifractal enabled for natural landscapes.
如果你禁用这个选项,Cinema 4D 将使用一个不同的算法来生成景观。一般来说,让多重分形成为自然景观的可能。
种子[-2147483648. . 2147483647]
Affects the (internal) Noise that the Landscape Object uses to create its undulations.
影响(内部)噪音,景观对象使用创建其波动。
海平面上的边界
This affects how the landscape changes where it meets the sea. With this option enabled, Cinema 4D attempts to soften, or flatten, the landscape-to-sea transition. This option is not available if you have enabled Spherical.
这会影响到它与海洋相接处的地貌变化。有了这个选项,Cinema 4D 试图软化,或平坦,景观到海洋的过渡。如果您已经启用了“球面” ,则此选项不可用。
球形的
Enable this option if you want to wrap the landscape to form a globe. The radius of this globe is defined by half of the width value (the first Size value). The height of the landscape above the surface of the globe is taken from the height value (the second Size parameter).
如果您想要包装景观以形成地球仪,请启用此选项。此球体的半径由宽度值(第一个 Size 值)的一半定义。地球表面以上景观的高度取自高度值(第二个 Size 参数)。
切换至最新景观
With the introduction of Cinema 4D R21, the Landscape object’s origin lies at the same height as your base surface. If you modify the height interactively, for example, only the height will be adjusted if the base surface remains constant. If you load older scenes, you can switch to this behavior using this command. A warning message will first appear that alerts you to the fact that the Landscape object’s position may have to be adjusted.
随着Cinema 4D R21的介绍,景观对象的起源在同一高度作为你的基础表面。例如,如果以交互方式修改高度,则只有在基面保持不变的情况下才会调整高度。如果加载较旧的场景,可以使用此命令切换到此行为。警告信息将首先出现,提醒您的事实,景观的对象的位置可能需要调整。