Object Properties
对象属性
Voxel Range Threshold[0..100%]
体素范围阈值[0. . 100% ]
This setting can be used to span the generated polygon surface only between the existing inside and outside Voxel layers (Signed Distance Field (SDF)) or the Minimum and Maximum Voxel values (Fog). Contrary to the use of ISO values (see below), this will always produce a mesh.
这个设置可以用于跨越生成的多边形表面只有在现有的内部和外部体素层(签名距离字段(SDF))或最小和最大体素值(Fog)之间。与使用 ISO 值相反(见下文) ,这将始终产生一个网格。
使用绝对值(ISO)
Enable this option if you would rather use absolute ISO values to create polygons. The surface generation can be controlled using the Surface Threshold value below.
如果您宁愿使用绝对 ISO 值来创建多边形,请启用此选项。表面产生可以控制使用表面阈值低于。
表面阈值[-∞ . . + ∞]
The value defined here will generate a polygon surface through Voxels with the same value. If no corresponding Voxel is found, no polygons will be generated (in the following image, this would, for example, be values such as 1.1, 3 or 5).
这里定义的值将通过体素生成具有相同值的多边形表面。如果没有找到相应的体素,则不会生成多边形(例如,在下面的图像中,这将是诸如1.1、3或5之类的值)。
In the image above, a Surface Threshold value of 0 will generate polygon surfaces that run through Voxels with a value of 0. If you imagine the grid as a three-dimensional grid and additionally allow interpolations between the values (e.g., Surface Threshold = 0.5), you get a good impression of how the Surface Threshold setting works.
在上面的图像中,曲面阈值为0将生成通过体素运行的多边形曲面,其值为0。如果您将网格想象为一个三维网格,并且允许在值之间进行插值(例如,Surface Threshold = 0.5) ,那么您将对 Surface Threshold 设置的工作原理有一个很好的印象。
If Volumes that were created from a polygon object using the Volume Builder should be converted back to polygons of the same size, set Surface Threshold to 0 (these are the Voxels that run through the original surface).
如果使用 Volume Builder 从多边形对象创建的体积应该转换回相同大小的多边形,将 Surface Threshold 设置为0(这些是贯穿原始表面的 Voxels)。
Also note the description for the Voxel ranges, which defines how the Voxel values described above are created.
还要注意体素范围的描述,它定义了上面描述的体素值是如何创建的。
适应性[0. . 100% ]
This value can be used to reduce the polygon count. If set to 0, no reduction will take place (for subsequent generation of quads); larger values will generate correspondingly fewer polygons (triangles are possible) and also reduce the number of details accordingly.
此值可用于减少多边形数。如果设置为0,则不会进行缩减(对于后续的四边形生成) ; 较大的值将相应地生成较少的多边形(三角形是可能的) ,并相应地减少细节的数量。
创建曲率图
The Volume Mesher can calculate a Vertex Map tag that ascertains its values from the surface curvature, i.e., wherever geometry creates edges, protrusions (convex) or even moulding or gaps (concave), weighting will be assigned to these points.
体积测量器可以计算一个顶点映射标签,确定其值从表面曲率,即,无论何处几何创建边缘,突出(凸) ,甚至模塑或缝隙(凹) ,加权将分配给这些点。
If you assign this tag to a Vertex shader you can create effects in which the model remains completely parametric:
如果你把这个标签分配给一个顶点着色器,你可以创建模型保持完全参数化的效果:
曲率方向
Here you can define if convex, concave or both types of curvature should be taken into consideration by the Vertex map.
在这里,您可以定义如果凸,凹或两种类型的曲率应考虑到顶点映射。