Detailing
详细说明
Fragments that are too smooth look unrealistic. These settings can be used to offset the fragment points using an internal noise. The fragments will be subdivided and a Displace object (with a Vertex Map shader) will be used along with a Vertex Color tag that is assigned to each fragment (if you make the Voronoi Fracture object editable, these will be made visible)
过于光滑的片段看起来不切实际。这些设置可以用来抵消碎片点使用内部噪音。这些片段将被细分,一个移位对象(带有顶点地图着色器)将与一个顶点颜色标记一起被分配到每个片段(如果你使 Voronoi 断裂对象可编辑,这些将变得可见)
启用详细设计
Enables or disables the Detailing function (the Displace object will be disabled internally).
启用或禁用细节功能(置换对象将在内部禁用)。
在 Viewport 启动
Enables or disables the internal Deformer. If disabled, the speed with which the animation is played in the Viewport will increase dramatically (the subdivision will be maintained). The rendered result will not be affected.
启用或禁用内部变形器。如果禁用,动画在 Viewport 播放的速度将大幅提高(细分将保持)。得到的结果不会受到影响。
最大边长[0.1. . + ∞ m ]
Each fragment must first be subdivided so the deformation has a sufficient number of points. This is done via triangulation, i.e., triangles are generated. The Maximum Edge Length defines how long an edge length can be. Smaller values will subdivide the fragment increasingly. If very small values are used, the process will be come correspondingly more arduous because very many points will be created for each Deformer.
必须首先对每个碎片进行细分,使变形具有足够的点数。这是通过三角测量完成的,也就是说,生成三角形。最大边缘长度定义了边缘长度的长度。较小的值将越来越多地细分片段。如果使用非常小的值,这个过程将相应地变得更加艰难,因为每个变形者将被创建非常多的点。
噪音表面
Enable this option if you also want the outer surface of the edge fragments to be distorted with regard to their detailing (this will create a jagged outer edge; see marking in the image above). If this option is disabled, only the edges of the inner-lying surfaces (originating from the original object) will be distorted.
如果您还希望边缘片段的外表面在细节方面发生扭曲,则启用此选项(这将创建一个锯齿状的外部边缘; 请参阅上图中的标记)。如果禁用此选项,则只有内表面的边缘(源自原始物体)将被扭曲。
Note that the distortion along Phong edges (as well as each angle greater than 90°) of the original object will be stopped and remain unchanged.
请注意,沿着 Phong 边缘的畸变(以及每个大于90 ° 的角度)的原始对象将停止并保持不变。
Artefact Prevention Strength[1..+∞]
人工防护强度[1. . + ∞]
If Noise Surface is enabled, the mesh on the surface of the original outer shape (and beyond) will be distorted. Shading errors can occur if polygons intersect. If larger values are used, the points will be brought correspondingly closer to the original (Phong)fracture edge in the region of the fractured edges, which helps reduce such shading errors.
如果噪声表面启用,表面上的网格原来的外部形状(及以上)将失真。如果多边形相交,可能会出现阴影错误。如果使用较大的数值,则在断裂边缘区域,这些点会相应地靠近原断裂边缘,从而有助于减少这种阴影误差。
Note that Phong smoothing plays an important role. The mesh distortion ends, as described above, at Phong edges, i.e., if there are no Phong edges on the outer surfaces (of the original object), this setting has no function.
请注意,Phong 平滑起着重要作用。如上所述,网格畸变结束于 Phong 边缘,也就是说,如果没有 Phong 边缘的外表面(原始物体) ,这种设置没有功能。
平滑的法线
Internally, Normal tags will be used - these are made visible if the Voronoi Fracture object is made editable - in order to ensure an accurate smoothing of the surfaces (a point’s vertex normals point in the identical direction). If this option is disabled, no smoothing will take place (which can indeed be desired since fractured elements are generally not smooth). If this option is enabled, smoothing will be done in accordance with the following two settings.
在内部,将使用标准标签-这些是可见的,如果 Voronoi 骨折对象是可编辑的-为了确保一个精确的平滑表面(一个点的顶点法线点在同一方向)。如果禁用此选项,则不会发生平滑(这确实可以理想,因为断裂元素通常不平滑)。如果启用此选项,将按照以下两个设置进行平滑处理。
使用原始边缘
If this option is enabled, fractured edges (i.e., edges with Enable Detailing disabled) will never be smoothed and will be maintained. If this option is disabled, smoothing will take place according to the following Phong Angle setting.
如果启用此选项,断裂的边缘(即,禁用启用细节的边缘)将永远不会被平滑,并将得到维护。如果这个选项是禁用的,平滑将发生根据以下丰角设置。
凤角[0. . 180 ° ]
If Use Original Edges is disabled, smoothing will take place according to the angle defined here (fracture edges will also be smoothed).
如果使用原始边缘是禁用的,平滑将发生根据这里定义的角度(骨折边缘也将平滑)。
Relax Inside Edges[0..2147483647]
放松内边缘[0. . 2147483647]
This setting can be used to round inside edges. The larger the value, the more rounded the fragment will be. The fragment’s volume will be correspondingly smaller (without outer edges until it disappears) and the fragments will no longer fit perfectly together.
这个设置可以用来圆内边缘。值越大,碎片就会越圆。碎片的体积将相应地变得更小(没有外边缘直到它消失) ,碎片将不再完全适合在一起。
保持原始表面
Enable this option if you want to maintain the original outer edge shape. Disable this option if the noise should affect all fragment surfaces.
如果要保持原始外缘形状,请启用此选项。如果噪音会影响所有碎片的表面,则禁用此选项。
Noise Settings
噪音设置
Most of the following settings should be familiar to you from the shader noises. Imagine a 3D noise placed over fragments: the fragments’ points will be offset to different degrees according to the grayscale and other settings.
下面的大多数设置应该是你熟悉的着色器噪音。想象一个三维噪音放置在碎片上: 碎片的点将根据灰度和其他设置被不同程度的偏移。
噪音类别
Select a noise noise type the drop-down menu.
在下拉菜单中选择一个噪声类型。
噪音强度[-∞ . . + ∞ m ]
This setting defines the strength of the deformation. Negative values can also be used, which will invert the effect accordingly.
此设置定义了变形的强度。也可以使用负值,这将相应地反转效果。
噪音种子[0. . 2147483647]
This setting defines the random dispersion of noise. Details can be found under Seed.
这个设置定义了噪声的随机分散性。详细信息可以在 Seed 下面找到。
八度音[0. . 16]
Generally speaking, this value defines the entangledness of the noise structures. larger values create increasingly detailed fragments (as long as the subdivision allows this).
一般来说,这个值定义了噪声结构的纠缠度。更大的值创建越来越详细的片段(只要细分允许这一点)。
Global Scale[0..+∞%]
Relative Scale[%]
全局尺度[0. . + ∞% ]相对尺度[% ]
Use these settings to scale the noise in all directions. Global Scale works evenly in all directions; Relative Scale scales along axes.
使用这些设置来缩放各个方向的噪音。全局尺度在各个方向上均匀工作; 相对尺度沿轴线变化。
动画速度[0. . + ∞]
This setting can be used to make the noise "billow" internally. The fragments will have an almost organic behavior.
这个设置可以用来在内部制造噪音“波涛”。这些碎片将有一个几乎是有机的行为。
Low Clip[0..100%]
High Clip[0..100%]
低剪辑[0. . 100% ]高剪辑[0. . 100% ]
These settings can be used to create plateaus. Grayscale values beneath or above these clip values will be cut off and colored black or white (with no or maximum effect, respectively).
这些设置可以用来创建高原。这些剪辑值之下或之上的灰度值将被切断,并被涂成黑色或白色(分别没有或最大效果)。
The best results are achieved if you leave these values unchanged.
如果你保持这些值不变,最好的结果就会出现。
深度强度
Normally the deformation affects all fragment regions equally. This spline can be used to define the deformation strength originating from the surface of the original object.
正常情况下,变形对所有碎片区域的影响是相等的。这条样条可以用来定义从原始物体表面起源的变形强度。