Parameter
参数
对象
In the Object Manager, drag the objects that should decay into fragments or be formed from the fragments and drop them into this box. These objects must be polygon objects. Primitive objects must be converted to polygons before being used with this node.
在对象管理器中,拖动应该衰变为片段或由片段形成的对象,并将它们放入此框中。这些对象必须是多边形对象。在使用此节点之前,必须将原始对象转换为多边形。
You can use two or more objects. These can be completely different shapes if you wish and they can have a different number of polygons. The top-most object in the Objects list will be used as the starting shape for the effect. This object will then fragment and morph into the second object in the list, which in turn will fragment and morph into the third object (if present), and so on.
您可以使用两个或多个对象。这些可以是完全不同的形状,如果你愿意,他们可以有不同数量的多边形。对象列表中最上面的对象将用作效果的起始形状。然后,这个对象将分解并变形为列表中的第二个对象,而这个对象又将分解并变形为第三个对象(如果存在) ,依此类推。
A spline curve is used to control the path between the objects. Each object has virtual tangents which you can adjust to control this curve. The Left Tangent and Right Tangent parameters define the length of each tangent arm.
样条曲线用于控制对象之间的路径。每个对象都有虚拟切线,您可以通过调整来控制这条曲线。左切线和右切线参数定义每个切线臂的长度。
There is a further way to control the spline curve: you can add Null objects to the Objects list. Using these nulls, you can adjust the course of the spline between two polygon objects (the positions of the nulls will adjust the shape of curve).
还有一种控制样条曲线的方法: 可以向对象列表中添加 Null 对象。使用这些空值,您可以调整两个多边形对象之间的样条线路(空值的位置将调整曲线的形状)。
You can set the following parameters separately for each object in the Objects list. Select an object and adjust its parameters as desired.
可以为对象列表中的每个对象分别设置以下参数。选择一个对象并根据需要调整其参数。
停留[0. . + ∞% ]
By default, the time it takes an object to break up into fragments is the same as the time it takes for the fragments to form the next object. However, if you set Stay to a value higher than 0%, the decay into fragments will be delayed.
默认情况下,将一个对象分解为片段所花费的时间与这些片段形成下一个对象所花费的时间相同。但是,如果你将 Stay 设置为大于0% 的值,那么分解成碎片的衰变就会延迟。
A value of 100% corresponds to the length of time an object needs to decay into another object. Therefore if you increase the Stay value, the object will have less time to break up into fragments. In other words, if you increase this value, the object will break up into particles more rapidly (after an initial delay).
一个100% 的值对应于一个物体衰变成另一个物体所需的时间长度。因此,如果您增加了 Stay 值,对象将有更少的时间分解为片段。换句话说,如果你增加这个值,物体会更快地分解成粒子(在一个初始延迟之后)。
碎片[0. . + ∞% ]
As mentioned above (see Stay), by default, the time it takes for an object to decay into fragments is the same as the time it takes for the next object to be formed out of the fragments. The Frag value controls how quickly the object decays into fragments. 0% means the object will decay into fragments immediately, while 100% means the decay will take the full time available.
如上所述(参见 Stay) ,默认情况下,一个物体腐烂成碎片所需的时间与下一个物体从碎片形成所需的时间相同。Frag 值控制对象衰变为片段的速度。0% 意味着该物体将立即衰变成碎片,而100% 意味着衰变将占用全部时间。
下一步[0. . + ∞% ]
This value controls how long it will take for the fragments to move between the two objects.
该值控制片段在两个对象之间移动所需的时间。
A value of 0% means the particles will move immediately to the position of the target object, ignoring the spline curve that is between the objects.
值为0% 意味着粒子将立即移动到目标物体的位置,忽略物体之间的样条曲线。
In contrast, a value of 100% means the fragments will take the full time available to move to the position of the target object.
相比之下,如果值为100% ,则意味着这些碎片需要全部时间才能移动到目标对象的位置。
In Tangent[0..+∞]
Out Tangent[0..+∞]
在正切[0. . + ∞]出正切[0. . + ∞]中
These values control the lengths of the tangents for the object currently selected in the Objects list. A value of 0 leads to a linear spline path between the objects. Greater values lead to paths that are more curved.
这些值控制当前在对象列表中选择的对象的切线的长度。如果值为0,则在对象之间形成线性样条路径。更大的值导致更弯曲的路径。
从到
This setting controls the direction in which the object decays into fragments. For example, a setting of -Y To +Y means the object will decay from the negative Y axis in the direction of the positive Y–axis. The object’s axis system is used.
此设置控制对象衰变为片段的方向。例如,设置 -y 到 + y 意味着物体将沿着正 y 轴方向从负 y 轴衰减。使用对象的轴系统。
类型
Here you can control the shape and appearance of the fragments. You can use your own objects as fragments — connect the Fragment Particle port to a PShape node.
在这里你可以控制碎片的形状和外观。您可以使用您自己的对象作为片段ーー将片段粒子端口连接到 PShape 节点。
Choose one of the following modes:
选择以下模式之一:
单面
Each face of the object breaks up into one fragment.
物体的每一面都分裂成一个碎片。
平滑与距离
This mode activates the Angle and Radius settings. The number of fragments created depends on the direction of the surface Normals. Neighboring surfaces that point in a similar direction (as defined by the Angle value) are grouped together to form a single fragment. The Radius value controls the size of these fragments. The Radius value is a percentage where 100% represents the total size of the object. A value of 50% therefore leads to fragments that are half the size of the object that is decaying.
这个模式激活角度和半径设置。创建的碎片数量取决于表面法线的方向。指向相似方向(由 Angle 值定义)的邻近表面被组合在一起形成一个单独的碎片。Radius 值控制这些片段的大小。半径值是一个百分比,其中100% 表示对象的总大小。因此,50% 的碎片只有正在腐烂的物体的一半大小。
伯爵
This mode activates the Count parameter, which enables you to specify the exact number of fragments that the object will break up into.
此模式激活 Count 参数,使您能够指定对象将分解成的确切片段数。
角度[0. . 180 ° ]
This setting is available only if Type is set to Smooth And Distance. It defines the maximum difference in angle between Normals of neighboring surfaces that will give rise to a single fragment.
此设置仅在类型设置为光滑和距离时可用。它定义了相邻表面法线之间的最大角度差异,这将产生一个单一的碎片。
半径[0. . + ∞% ]
This setting is available only if Type is set to Smooth And Distance. The value defines the size of the fragments relative to the size of the object.
此设置仅在类型设置为“平滑”和“距离”时可用。该值定义片段的大小相对于对象的大小。
计数[0. . 2147483647]
If Type is set to Count, here you can enter the total number of fragments that the object is broken up into.
如果 Type 设置为 Count,在这里您可以输入对象被分解成的片段的总数。
厚度[0. . + ∞% ]
This parameter gives the fragments thickness by extruding them. The strength of the extrusion is defined as a percentage, where 100% corresponds to the object’s greatest dimension. Keep in mind that adding thickness to the fragments requires more surfaces to be created and hence more RAM.
这个参数通过挤压碎片来给出它们的厚度。挤压的强度定义为一个百分比,其中100% 对应的对象的最大尺寸。请记住,增加片段的厚度需要创建更多的表面,因此需要更多的 RAM。
没有碎片
This option hides the fragments (for some compositing tasks, it can be useful for the fragments to be invisible but for the holes to still appear in the object).
这个选项隐藏了片段(对于某些合成任务来说,它可以使片段不可见,但是漏洞仍然出现在对象中)。
余下类别
Here you can define the appearance of the object once fragments have been broken away from it.
在这里,您可以定义一旦碎片从对象中分离出来后对象的外观。
没有
The original object disappears completely as the fragments break off.
当碎片断裂时,原始对象完全消失。
空洞
Gaps appear in the object surface as the fragments break off. This gives the effect that the object is breaking up into its component parts.
碎片断裂时,物体表面会出现裂缝。这给出的效果是,对象正在分解成其组成部分。
固体
Each fragment that breaks off takes a chunk out of the object. This is comparable to the peeling of an orange. In contrast to the Hollow mode, the object remains solid — there are no unfilled holes, just chunks missing.
每一个断裂的碎片都会从物体中取出一大块。这相当于剥一个橙子。与 Hollow 模式不同的是,物体仍然是实心的---- 没有空洞,只有大块的东西丢失了。
厚度[0. . + ∞% ]
In contrast to the Thickness value previously described, here you define the thickness of the object that remains behind. If Remaining Type is set to Hollow, you can define a thickness for the object so that is still appears to be solid after fragments have broken off. Keep in mind that adding thickness to the object requires more surfaces and hence more memory. For best results, set both Thickness parameters to the same value.
与前面描述的厚度值相比,这里定义了留在后面的对象的厚度。如果 Remaining Type 设置为 Hollow,则可以为对象定义一个厚度,以便在片段断开后仍然显示为实心。请记住,增加对象的厚度需要更多的表面,因此需要更多的内存。为获得最佳效果,请将两个厚度参数设置为相同的值。
输入端口
•安
The On input port takes a Boole value that enables (True) or disables (False) the node. The node is enabled automatically if you do not add this port.
On 输入端口接受启用(True)或禁用(False)节点的 Boole 值。如果不添加此端口,则自动启用该节点。
•动画时间
Since the node’s parameters can be keyframe animated, by default the Cinema 4D time is used internally to ensure that the values are interpolated correctly.
由于节点的参数可以是关键帧动画,默认情况下 Cinema 4D 时间在内部使用,以确保值被正确插值。
However, you can pass your own time value to this port. This should be of the data type Time, which is a Real number in the simplest case.
但是,您可以将自己的时间值传递到此端口。这应该是数据类型 Time,在最简单的情况下,它是一个实数。
If no value is passed, Cinema 4D’s time is used.
如果没有值传递,使用 Cinema 4D 的时间。
•动画阶段[0. . 100% ]
This input port controls the progress of the morphing effect. A value of 0% means the original object is fully intact, a value of 100% means the morphing is complete and the target object has been fully assembled from the fragments.
这个输入端口控制变形效果的进度。0% 的值意味着原始物体是完整的,100% 的值意味着变形是完整的,目标物体已经完全由碎片组装起来。
输出端口
剩余粒子•
Outputs the fragment particles that have not yet been created and are not yet moving towards the next object.
输出尚未创建并且尚未移动到下一个对象的碎片颗粒。
Remaining Count[-2147483648..2147483647]•
剩余数量[-2147483648. . 2147483647]•
The object is fragmented gradually. This port outputs the number of fragments yet to be created.
对象是逐渐分割的。此端口输出尚未创建的片段数。
Remaining Number[-2147483648..2147483647]•
剩余人数[-2147483648.2147483647]•
Outputs the internal numbers of all the remaining fragment particles.
输出所有剩余碎片颗粒的内部数目。
片段粒子•
Outputs the fragment particles that are currently moving between the objects. Using this port they can be assigned to individual particle groups or shapes.
输出当前在物体之间移动的碎片颗粒。使用这个端口,可以将它们分配给单个粒子组或形状。
Fragment Count[-2147483648..2147483647]•
碎片计数[-2147483648. . 2147483647]•
The number of fragment produced by the node.
节点产生的片段数。
Fragment Number[-2147483648..2147483647]•
碎片编号[-2147483648. . 2147483647]•
The internal number of the fragment particle currently being generated.
当前正在生成的碎片粒子的内部数目。