Object Properties
对象属性
半径[0. . + ∞ m ]
Use this to define the size of the sphere.
使用它来定义球体的大小。
片段[3. . 1000]
Defines the degree of the subdivision of the sphere. The sphere is divided along its latitude and longitude. However, like any other parametric object, until you convert a sphere into a polygon object with Make Editable, a sphere is always generated by calculation, no matter by how much you subdivide it.
定义球面的细分程度。球体沿着经纬度分成两半。然而,像任何其他参数对象一样,直到你用 Make Editable 将一个球体转换成一个多边形对象,一个球体总是通过计算生成的,无论你细分它多少。
类型
With this drop-down list you choose of which surfaces, and in which arrangement, a sphere is to be composed. With Standard the sphere surface is made up of triangles and quadrangles, Hexahedron uses only quadrangles and Icosahedron only triangles, whereas Hemisphere will create a standard hemisphere, open at the bottom.
通过这个下拉列表,您可以选择哪个表面,以及在哪个排列中,组成一个球体。标准球面是由三角形和四边形组成,六面体只使用四边形和二十面体只使用三角形,而半球面将创建一个标准的半球,在底部打开。
渲染完美
If you enable this option, a perfect sphere is generated by the math (if the sphere was not already distorted or deformed).
如果启用此选项,则通过数学方法生成一个完美球体(如果球体没有被扭曲或变形)。
This type of sphere has the advantage that it looks truly round and smooth. In addition, it renders faster than a polygon sphere.
这种球体的优点是它看起来真正的圆和光滑。此外,它呈现速度比一个多边形球体。
The Perfect Sphere stays perfect only as long as the object is not distorted (e.g., by scaling about an axis). If the Perfect Sphere is distorted it is converted to a polygon object before rendering. It then uses the number of segments defined on the Object Properties page. 完美球体只有在物体没有被扭曲的情况下才能保持完美(例如,通过围绕一个轴的缩放)。如果完美球体是扭曲的,则在呈现之前将其转换为多边形对象。然后,它使用在对象属性页上定义的段数 Disable this option if you want to use the sphere as a basis for other effects (e.g., letting hair grow on it). A perfect sphere is best suited for simply displaying a perfect sphere. Other uses can result to unpredictable results. 如果你想使用球体作为其他效果的基础(例如,让毛发在其上生长) ,请禁用此选项。一个完美的球体最适合简单地显示一个完美的球体。其他用途可能导致不可预测的结果切换到更新的球体
This button will only be displayed if an older scene is imported and serves to convert the sphere to an updated primitive with optimized UV mapping (a prompt will appear first). For a newly created sphere, the updated primitive will be used directly.
这个按钮将只显示如果一个旧的场景被导入,并服务于转换球体到一个更新的原始与优化的紫外线映射(一个提示将首先出现)。对于新创建的球体,将直接使用更新后的基元。