Hair Object 毛发物体Basic 基础Coord.Guides 指南Hairs 毛发Editor 编辑Generate 生成Dynamics 动力学Forces 力量Cache 缓存Partings 分别Culling 剔除Advanced 高级

Advanced

高级

Seed[0..2147483647]

种子[0. . 2147483647]

This setting defines the random distribution of guide / hair roots. Other values will result in a different distribution of roots. This value is always then used when random values have to be ascertained. Other values will result in different random values.

这个设置定义了向导/发根的随机分布。其他值将导致根的不同分布。当需要确定随机值时,总是使用这个值。其他值将导致不同的随机值。

Redistribute Loops[1..10000]

重新分配循环[1. . 10000]

When new guides are grown (Guides tab), Hair checks (internally) if the conditions set in the Growth menu are met (e.g., minimum distance apart). By default, twenty passes are made in an effort to meet the conditions defined. If the conditions cannot be met within the defined number of passes, no more passes will be made. Use this setting to define the number of passes that should be made.

当新的指南增长(指南标签) ,毛发检查(内部) ,如果在增长菜单中设置的条件是满足的(例如,最小距离)。默认情况下,为了满足定义的条件,需要进行二十次传球。如果在规定的传球次数内不能满足这些条件,则不再进行传球。使用此设置来定义应该传球的次数。

Deformers
Strength[0..100%]

变形者强度[0. . 100% ]

Cinema 4D Deformation objects (main menu: Create / Deformer) can also be used to affect rendered hair (not guides!). The Deformation object must be a child of the Hair object. Activate the Deformers setting and adjust the strength of its effect using the Strength slider.

C4D 变形物体(主菜单: 创建/变形)也可以用于渲染毛发(不是指南!).变形对象必须是毛发对象的子对象。激活变形设置和调整其效果的强度使用强度滑块。

Only Deformation objects that can be practically applied to hair, such as Bend, Twist, Bulge, etc. will work. 只有变形物体,可以实际应用到毛发,如弯曲,扭曲,膨胀等将工作

UV Tag

紫外线标签

A texture placed in the Hair material or Hair object can be used to define how corresponding settings should affect hair on the surface of a hair-covered polygonal object. To do this, the texture must be projected, which is always done per UV mapping. If a given object contains several UVW Tags, the UVW tag responsible for texture projection can be placed into this UV Tag field. If no tag has been placed into this field, the first UVW tag of the hair-covered surface will be used.

一个纹理放置在毛发材质或毛发对象可以用来定义相应的设置应该如何影响毛发表面覆盖的多边形对象。要做到这一点,必须投影纹理,这总是做每 UV 映射。如果一个给定的对象包含几个 UVW 标签,那么负责纹理投影的 UVW 标签可以被放置到这个 UV 标签字段中。如果没有标记被放置到这个字段,第一个 UVW 标记的毛发覆盖的表面将被使用。