PBlurp

Pburp

Basic 基础Parameter 参数

PBlurp

Pburp

The PBlurp node can morph one shape into another. Pburp 节点可以将一个形状变成另一个形状

This node breaks up an object into fragments, moves the fragments along a path, then reassembles (morphs) them to form a completely new object (the target object). For example, you can morph the 3D text Thinking into Particles.

这个节点将一个对象分解成片段,将片段沿着一条路径移动,然后重新组合(变形)它们以形成一个全新的对象(目标对象)。例如,你可以把3D 文本 Thinking 变成 Particles。

Using the PBlurb node

使用 pburb 节点

To morph one object into another using the PBlurb node:

使用 pburb 节点将一个对象变形为另一个对象:

Restricting materials to invisible selections

将材质限制为不可见的选择

The PBlurb node automatically creates invisible selections for the fragments and parts left behind. You can restrict textures to these selections to apply different materials to the corresponding parts.

Pburb 节点会自动为留下的片段和部分创建不可见的选择。您可以将纹理限制在这些选择中,以便对相应的部分应用不同的材质。

To do this, select a Material tag and in the Attribute Manager, type the name of the desired invisible selection into the Selection box. Note that the names of these invisible selections (listed below) are case-sensitive. For example, if the texture should be applied to the edges of fragments, type FEDGE into the Material tag’s Selection box.

为此,选择一个 Material 标记,并在 Attribute Manager 中,在 Selection 框中键入所需的不可见选择的名称。请注意,这些不可见选项(下面列出)的名称区分大小写。例如,如果应该将纹理应用于片段的边缘,请在 Material 标签的 Selection 框中键入 FEDGE。

FEDGE

The edges of fragments.

碎片的边缘。

FBACK

The backfaces of fragments.

片段的背面。

FREDGE

The edges of the remaining parts of the object.

物体其余部分的边缘。

FRBACK

The surfaces that are underneath the fragments. If Remaining Type is set to Solid, these surfaces will become visible. If Remaining Type is set to Hollow, these surfaces form the insides of the object that is left behind.

碎片下面的表面。如果“剩余类型”设置为“固体” ,则这些表面将变得可见。如果“保留类型”设置为“空心” ,则这些表面构成了被留下的物体的内部。