Paths
路径
File Assets
文件资产
路径
Using the Add Folder button, new asset paths can be added, which will then be displayed in the list. How this interface element is used is explained here.
使用 Add Folder 按钮,可以添加新的资产路径,这些路径将显示在列表中。这里解释了如何使用这个接口元素。
Cinema 4D searches for material texture files and other assets (e.g., sound files) in the following locations:
Cinema 4D 在下列位置搜索材质纹理文件和其他资源(如声音文件) :
It can occur that certain assets cannot be found in these paths (e.g., if assets are accessed across a network). Even though you can correct individual paths this can become quite laborious when numerous texture paths have to be corrected.
可能会出现在这些路径中找不到某些资产(例如,如果通过网络访问资产)。即使您可以修正单个路径,但是当需要修正大量纹理路径时,这可能会变得相当费力。
This is why Cinema 4D lets you assign up an unlimited number of alternative paths. If the Viewport or raytracer cannot find a asset in one of the paths above, the alternative paths will be searched (the Bitmap shader will additionally search all corresponding sub-folders).
这就是为什么 Cinema 4D 允许你分配无限数量的可选路径。如果 Viewport 或者 raytracer 无法在上面的路径中找到资源,那么将会搜索替代路径(Bitmap 着色器将会额外搜索所有相应的子文件夹)。
Tip 小贴士Add Folder
添加文件夹
Click on this button to add an asset path in which files will searched for. The paths will be added to the list above.
单击此按钮可添加一个资产路径,在该路径中将搜索文件。路径将被添加到上面的列表中。
For Node Materials, no recursive search will take place through all subfolders. Relative paths, e.g., in the following format, can be used.
对于 Node Materials,不会在所有子文件夹中进行递归搜索。可以使用以下格式的相对路径。
./directory1/directory2/textur.tif (the path will automatically be created when the texture is selected). This path will then be searched in all search paths (see above).
./directory1/directory2/textur.Tif (当选择纹理时,路径将自动创建)。然后将在所有搜索路径中搜索此路径(见上文)。
Databases
数据库
路径
The databases are Asset databases. All directories defined here will be searched for assets. Assets that are saved to these paths will be listed in the Node Editor or found by scenes that use the respective assets.
这些数据库是资产数据库。这里定义的所有目录都将被搜索资产。保存到这些路径的资产将在节点编辑器中列出,或由使用相应资产的场景找到。
Information about how this interface element can be used can be found here.
关于如何使用这个接口元素的信息可以在这里找到。