Object Properties
对象属性
类型
You will find several modes. These are:
你可以找到几种模式,它们是:
细分曲面
N-gons will first be triangulated internally before being subdivided. Point, edge and polygon weighting is supported. Since Catmull-Clark is so widely used and generates an equally smooth surface, it should be used when exporting Subdivision Surface objects (i.e. LowPoly models) to other applications.
N 个图形在被细分之前,首先会在内部进行三角化。支持点、边和多边形加权。由于 Catmull-Clark 被广泛使用,并且生成一个同样光滑的表面,它应该用于将细分曲面对象(即 LowPoly 模型)导出到其他应用程序中。
例子:
Several new Subdivision Surface algorithms were integrated into Cinema 4D R18. Subdivision Surfaces is a technique that has been around since the late 70s. It has been implemented in various ways in different software packages over the years and has also been expanded, e.g., with the addition of vertex, edge and polygon weighting. This can, however, lead to compatibility issues between various applications, which is why Pixar made its Subdivision Surface implementation public for reasons of compatibility. The corresponding open-source libraries are available under the name OpenSubdiv.
C4D R18中集成了几个新的细分曲面算法。细分曲面是70年代后期出现的一种技术。这些年来,它已经以不同的方式在不同的软件包中得到了实现,并且也得到了扩展,例如,加入了顶点、边和多边形加权。然而,这可能会导致不同应用程序之间的兼容性问题,这就是为什么皮克斯出于兼容性原因公开了它的细分曲面/应用程序实现。相应的开放源码库名为 OpenSubdiv。
The following 3 types have been integrated into Cinema 4D.
以下三种类型已经被整合到C4D 中。
Using graphics cards-supported tessellation (breaking down of polygons into smaller triangles; in the following referred to as GPU Tessellation, implemented using the Type (OpenSubdiv Catmull Clark (Adaptive) setting), highly subdivided objects can be displayed faster than before in the Viewport. For example, a character animation with high subdivision can be displayed more fluidly than before. However, the GPU tessellation cannot be rendered.
使用图形卡支持的镶嵌(将多边形拆分成更小的三角形; 在下面提到的 GPU 镶嵌中,使用 Type (OpenSubdiv Catmull Clark (Adaptive)设置)实现,高度细分的对象可以在 Viewport 中比以前更快地显示。例如,高细分的角色动画可以比以前更流畅地显示。然而,图形处理器镶嵌不能被呈现。
Note the following points:
注意以下几点:
The edge weighting is somewhat more precise than the older types. It can be fine-tuned more precisely for larger weighting (i.e., just under 100%).
边缘加权比旧类型稍微精确一些。它可以更精确地调整为更大的权重(即,略低于100%)。
This type represents the old Catmull-Clark type in the Pixar implementation with the aforementioned differences. If no weighting is defined or no OpenSubdiv-specific functions are used, the result will precisely represent Catlmull-Clark. Only four-sided polygons will be generated in contrast to the next type.
这个类型代表皮克斯实现中的老 Catmull-Clark 类型,具有上述差异。如果没有定义权重,或者没有使用特定于 opensubdiv 的函数,则结果将精确地表示 Catlmull-Clark。与下一种类型相比,只会生成四边形。
OpenSubdiv 循环
This type is for use in special pipelines (e.g., game development). It is designed for processing triangles; if quads are present, they will be triangulated before smoothing. The subdivided, smooth object is only made up of triangles. The subdivision process differs from the normal Catmull-Clark types:
这种类型用于特殊的管道(例如,游戏开发)。它是为处理三角形而设计的; 如果存在四边形,它们将在平滑之前被三角化。细分后的光滑物体只由三角形组成。细分过程不同于普通的 Catmull-Clark 类型:
Vertex, edge and polygon weighting also work in this mode.
顶点,边和多边形加权也工作在这种模式。
双线性
This type principally works the same way as the Subdivide … command with a disabled Smooth Subdivision option. It subdivides but does not smooth. It creates a type of non-destructive subdivision (which can be reversed at any time).
这种类型的主要工作方式相同的细分... 命令与禁用平滑细分选项。它细分但不光滑。它创建了一种非破坏性的细分类型(可以在任何时候逆转)。
OpenSubdiv Catmull-Clark (Adaptive)
This option enables a special type of tessellation that is calculated by the GPU (the shaping is similar to OpenSubdiv Catmull-Clark).
此选项启用由 GPU 计算的特殊类型的镶嵌(形状类似于 OpenSubdiv Catmull-Clark)。
A reminder: the GPU tessellation visible in the Viewport is not available as geometry for rendering.
提醒一下: 在 Viewport 可见的 GPU 镶嵌是不可用的几何渲染。
Tip: 提示:Deformers and Generators also cannot use GPU tessellation: The Deformers that are, for example, used for character animation affect the low-subdivided cage object, which will be subsequently subdivided in a second step so it can be displayed with a high resolution in the Viewport. The Deformers cannot directly affect the highly-subdivided Subdivision Surface in conjunction with GPU tessellation.
变形器和生成器也不能使用 GPU 镶嵌: 例如,用于角色动画的变形器会影响低细分的笼子对象,这些对象随后会在第二步进行细分,这样它就可以在视窗中以高分辨率显示。变形者不能直接影响高度细分的图形细分曲面和 GPU 镶嵌。
As the name already suggests, GPU tessellation uses an adaptive subdivision, i.e., greater subdivision takes place where necessary - at corners, edges, etc. - and less subdivision takes place on flat surfaces.
顾名思义,GPU 镶嵌使用了一种自适应的细分,也就是说,在必要的地方进行更大的细分——在角落、边缘等——而在平面上进行更少的细分。
To achieve this, the viewport subdivision must be set fairly high and the GPU Tessellation Level should have a very low value. The faster your graphics card is (don’t forget to update your graphics card drivers), the more fluid the display will be in the Viewport.
为了实现这一点,视区细分必须设置相当高的 GPU 镶嵌级别应该有一个非常低的价值。你的显卡速度越快(别忘了更新你的显卡驱动) ,Viewport 的显示屏就越流畅。
Currently, this mode cannot display displacement.
目前,这种模式不能显示位移。
Subdivision Editor[0..6]
Subdivision Renderer[0..6]
细分编辑器[0. . 6]细分渲染器[0. . 6]
Use this page to specify the subdivision level for shading within the editor (i.e. the viewport) and for the renderer. The higher you set the resolution, the smoother the object becomes, but the more memory it uses and the slower it renders.
使用此页面为编辑器(即 viewport)和渲染器中的阴影指定细分级别。分辨率设置得越高,对象就变得越平滑,但是它使用的内存越多,呈现的速度就越慢。
细分 uv
The Subdivide UVs setting resolves the problem of texture seams along the edges of adjoining small and large polygons. The Standard mode corresponds to the normal functionality. The Boundary and Edge modes apply Subdivision Surface algorithms to the UV mesh of non-OpenSubdiv types and subdivide it accordingly.
细分 uv 设置解决了邻近大小多边形边缘的纹理接缝问题。标准模式对应于正常功能。边界和边缘模式将细分曲面算法应用于非 opensubdiv 类型的 UV 网格,并相应地对其进行细分。
When Subdivide UVs is set to 当细分 uv 设置为Boundary 界线 or 或Edge, the UV mesh will be altered and may cause parts of the texture to be hidden. ,紫外线网格将被改变,可能会导致纹理的部分被隐藏Example:
例子:
Suppose you have textured a low-poly cube 1. using the Checkerboard shader 2.. After hours of creative work, you Drag & drop the cube into a Subdivision Surface object and notice that the texture is stretched out of shape 3..
假设您有一个低多边形立方体1的纹理。使用棋盘着色器2。.经过几个小时的创造性工作,你把立方体拖放到一个细分曲面对象中,注意到纹理被拉伸成了3号形状。.
Here’s where the Boundary and Edge functions come into play (experiment to find out which function works best for you). For this example, the Edge mode was chosen 4., which preserves the original outer edges of the UV mesh.
在这里,Boundary 和 Edge 函数开始发挥作用(通过实验找出哪个函数最适合您)。在这个例子中,Edge 模式被选择为4。,这保留了原来的外边缘的 UV 网格。
细分 uv
OpenSubdiv types have their own settings that define how UV coordinates should be handled. The settings refer to UV islands and how inner and outer UV corners are dealt with. The following options are available in the respective areas (Linear means linear interpolation (= no smoothing, no subdivision))):
OpenSubdiv 类型有自己的设置,用于定义如何处理 UV 坐标。设置指的是紫外线岛和如何处理内部和外部的紫外线角。在相应的区域中可以使用以下选项(线性意味着线性插值(= 不平滑,不细分)) :
边界插值
Use this setting to define whether or not corners should be smoothed. What are corners? Corners are vertices that belong only to a single polygon. Note in the image above how the corners are not smoothed if Edges and Corners is selected.
使用此设置来定义是否应该平滑角。什么是角落?角是只属于一个多边形的顶点。注意,在上面的图像中,如果选择了边缘和角点,角点是不平滑的。
All corners will be smoothed.
所有的角落都会被打磨光滑。
边缘与角落
Corners will not be smoothed.
角落不会被平整。
三角形细分
This setting only applies to the cage object’s triangles. Catmark is the usual smoothing type, which can look somewhat angular, whereas Smooth produces a more rounded and harmonious result.
此设置仅适用于笼形对象的三角形。Catmark 是通常的平滑类型,它可以看起来有些棱角,而 Smooth 产生更圆润和谐的结果。
边缘折痕
This setting can be used to affect the transition between two edges with different weighting. If Uniform is selected, the smoothing will be fairly constant along a single edge, which makes the transition between differently weighted edges more abrupt; if Chaikin is selected, an attempt will be made to create a more homogenous transition.
这个设置可以用来影响不同权重的两个边之间的过渡。如果统一选择,平滑将是相当稳定的沿单一边缘,这使不同权重的边缘之间的过渡更突兀; 如果柴金选择,将尝试创建一个更均匀的过渡。
Adaptive (GPU) Tessellation Level[1..64]
适应(GPU)镶嵌级别[1. . 64]
Use this setting to adjust the tessellation strength. The initial viewport subdivision will be used as a base that will further subdivide the GPU tessellation. Due to the adaptive functionality, the subdivision can be reduced in certain non-critical (surface) areas in comparison to the aforementioned subdivision (see image above for OpenSubdiv Catmull-Clark (Adaptive)).
使用这个设置来调整镶嵌强度。最初的视口细分将被用作一个基础,将进一步细分 GPU 镶嵌。由于自适应功能,与前面提到的细分相比,在某些非临界(表面)区域中的细分可以减少(参见上图中 OpenSubdiv Catmull-Clark (自适应))。
The values that can be defined here are not restricted. However, subdivision will only take place to a level that your graphics card can handle. If higher values than this are defined, no additional subdivision will take place.
这里可以定义的值不受限制。但是,细分将只发生在您的显卡可以处理的级别。如果定义了高于此值的值,则不会进行任何额外的细分。
R12兼容性
With the introduction of R13, Cinema 4D offers improved point and edge weighting. When loading older scenes with corresponding weighting, this option ensures compatibility. The Subdivision Surface object will smooth as usual.
随着 R13的引入,Cinema 4D 提供了改进的点和边缘加权。当加载具有相应权重的旧场景时,此选项确保了兼容性。细分曲面天体会像往常一样光滑。