Shading
阴影
These function the same as the settings described for the Shading Effector’s Shading tab. So don’t be surprised if you see Cloners and Effectors mentioned in the following!
这些功能相同的设置描述的阴影效果的阴影标签。所以,如果你看到下面提到的复制人和效果器,不要感到惊讶!
The exception: A Material tag assigned to the object to be deformed (or the Displace Deformer itself) can be used to affect the object, as long as Channel is not set to Custom Shader.
例外: 一个材质标签分配给被变形的物体(或置换变形器本身)可以用来影响物体,只要通道没有设置为自定义着色器。
频道
There are basically two methods of projecting a texture onto a clone group (using the Shader Effector) or object points (using the Displace Object to move the object points):
基本上有两种方法将纹理投影到一个克隆组(使用着色效果器)或者物体点(使用置换物体移动物体点) :
Select a material channel. An additional Material tag field will be displayed. Drag any texture into this field from the Object Manager. The texture will now be applied by the corresponding material’s selected Material Channel.
选择一个材质通道。将显示一个额外的 Material 标记字段。将任何纹理从对象管理器拖动到此字段中。纹理现在将应用相应的材质的选择材质通道。
编辑
Clicking on this button will make the settings of the corresponding shader available in the Attributes Manager.
点击这个按钮将使相应的着色器的设置在属性管理器中可用。
材质标签着色
If a material channel is selected, this field will be made available, into which you can place a Material tag.
如果选择了材质通道,该字段将可用,您可以在其中放置一个材质标记。
If you select Custom as your shader mode a texture selection menu will be made available.
如果您选择自定义作为您的着色模式,纹理选择菜单将可用。
Select a bitmap or Shader for the Effector to use. Using the Material tag method is recommended because it offers better results and can be used in conjunction with the texture tools (see also Texture) to adjust the texture coordinates interactively.
为效果器选择要使用的位图或着色器。建议使用材质标签方法,因为它可以提供更好的结果,并且可以与纹理工具(参见纹理)结合使用,以交互式地调整纹理坐标。
Mapping
地图
[-∞ . . + ∞]
If Custom is selected as the shader type, several parameters will be made available that can be used to move (Offset) or scale (Length) the texture within the UV coordinates. For Noise Shaders UV (2D) should be selected in the Space setting.
如果选择自定义作为着色器类型,几个参数将可用于移动(偏移)或缩放(长度)纹理在紫外线坐标。对于噪声着色器 UV (2D)应该在空间设置中选择。
OffsetV [-∞ . . + ∞]
LengthU [-∞ . . + ∞% ]
LengthV [-∞ . . + ∞% ]
瓷砖
Use this setting to define whether or not the texture should be tiled.
使用此设置来定义是否应该平铺纹理。
Strength
力量
使用
Use this setting to define how the Shader Effector will interpret colors that have been extracted for a Cloner Object.
使用此设置可以定义着色效果器将如何解释为克隆纳对象提取的颜色。
Use this setting to invert the alpha channel and its effect.
使用此设置可以反转 alpha 通道及其效果。