Noise
噪音
On this page you can create true volumetric noise effects — effects that will change as a camera moves through a volume.
在这个页面上,你可以创建真正的体积噪音效果ーー这些效果会随着相机在一个体积中移动而改变。
Here you can create real 3D volumetric noise effects where the effect will change as you move into the volume.
在这里你可以创建真正的3D 体积噪音效果,其中的效果将随着你移动到体积的变化。
How do fractal noise edges work?
分形噪声边缘是如何工作的?
On this page you can create true volumetric noise effects — effects that will change as a camera moves through a volume.
在这个页面上,你可以创建真正的体积噪音效果ーー这些效果会随着相机在一个体积中移动而改变。
Here you can create real 3D volumetric noise effects where the effect will change as you move into the volume.
在这里你可以创建真正的3D 体积噪音效果,其中的效果将随着你移动到体积的变化。
使用噪音
This switches the noise engine on and off.
这开关噪音引擎打开和关闭。
噪音类别
Eight noise effects provide plenty of . versatility.
八个噪音效果提供了大量的。多功能性。
These effects are:
这些影响是:
气体
火
电动
定期
分形
湍流
fBm 湍流
规律性[0. . 100% ]
Regularity controls the feathering of the rendered puffs. By default PyroCluster uses primitive volumes to render the smoke or cloud effect. To remove visible edges, use the Regularity value. A value of 100% will create sharp volume edges while a value of 0% will create feathered volumes.
规律性控制着渲染泡芙的羽化。默认情况下,PyroCluster 使用原语体积渲染烟雾或云效果。若要删除可见的边缘,请使用「规则性」值。100% 的值将创建尖锐的体积边,而0% 的值将创建羽毛体积。
例子:
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增长半径[0. . 100% ]
Most of the time you will probably want the noise to grow with the volume — tiny little wisps just would not do for a huge volcano cloud. Grow Radius controls the amount of scaling used for the effect. A value of 100% means that the noise structure grows at about the same rate as the volume itself. For best results, and for a more turbulent life, use values between 65% and 80%.
大多数时候,你可能希望噪音随着音量的增大而增大ーー一缕一缕的小火山灰根本不适合形成巨大的火山云。增长半径控制效果使用的缩放量。值为100% 意味着噪声结构的增长速度与体积本身的增长速度大致相同。为了得到最好的结果,为了更加湍急的生活,使用65% 到80% 之间的数值。
例子:
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比例[0. . + ∞% ]
The Scale value controls the size of the noise pattern. Smaller values result in finer patterns. Experiment with each scene to find the best value for Scale, which could be anything ranging from 0% to 10,000,000%! It just depends on the scene.
Scale 值控制噪声模式的大小。更小的值会导致更好的模式。在每个场景中进行实验,找出 Scale 的最佳值,可以是0% 到10,000,000% !这取决于现场情况。
例子:
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峰值混合[-∞ . . + ∞% ]
The Peak Blend value controls the size of the hot spots in the effect. Increasing values will shrink the effect and produce denser hot spots. Negative values will widen the effect, creating an inverted effect where the hot core grows to the outside. With fBm Fractal noise, Peak Blend controls the smoothness of the fractal noise edges.
峰值混合值控制效果中热点的大小。增加的数值会缩小效果并产生更密集的热点。负值会扩大效果,在热核向外生长时产生反向效果。通过 fBm 分形噪声,峰值混合控制分形噪声边缘的平滑度。
例子:
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细节[1. . 5]
Detail controls the number of samples per effect. Increasing this value will create more subdivisions, resulting in more detail. Lower values will render considerably faster.
细节控制每个效果的样本数量。增加这个值会产生更多的细分,从而得到更多的细节。较低的值会显著提高速度。
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阶段[-∞ . . + ∞% ]
Phase controls the angular change of the effect. Animate this value to get internal cloud movement — the faster this value changes, the faster the movements of the effect. For a gas-like effect, go for a slow phase change per frame; for fire, make the change more dramatic.
相位控制效果的角度变化。使这个值动画化以获得内部云移动ー这个值变化得越快,效果的移动就越快。对于类似气体的效果,每帧进行一个缓慢的相位变化; 对于火,使变化更加戏剧化。
增益[0. . 100% ]
Gain controls the noise intensity on the inside of the effect. A setting of 50% is used as the center of intensity (the same number of bright and dark pixels).
增益控制效果内部的噪音强度。使用50% 的设置作为亮度的中心(亮点和暗点的数量相同)。
例子:
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偏差[0. . 100% ]
Bias controls the noise intensity on the outside of the effect. A setting of 50% is used as the center of intensity (the same number of bright and dark pixels).
偏置控制噪声强度的外部效果。使用50% 的设置作为亮度的中心(亮点和暗点的数量相同)。
例子:
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低三分之一[0. . 100% ]
These values set the low and high clipping limits of the noise range. The clipped noise range between Low Thres. and High Thres. is stretched to fill the entire range (0%–100%). Mainly you would increase Low Thres. to create more holes in the noise and decrease High Thres. to create fewer holes.
这些值设置噪声范围的低限幅和高限幅。噪声的夹持范围介于低音量之间。和最高法院。被拉伸以填满整个范围(0%-100%)。主要是你会增加低三分之一。在噪音中创造更多的孔洞并减少高音量。创造更少的空洞。
例子:
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高三分[0. . 100% ]
例子:
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使用颜色
With Use Color enabled, the colors used in the fractal effects can be controlled directly from the Noise page, overriding the same settings on the Globals page.
使用启用颜色,分形效果中使用的颜色可以直接从噪音页面控制,覆盖全球页面上的相同设置。
If you enable this option the color for the effect is taken from the gradient here on the Noise page rather than from the one on the Globals page.
如果您启用此选项,则效果的颜色是从 Noise 页面上的渐变取得的,而不是从 Globals 页面上的渐变。
This gradient controls the coloring of the puff based on the result of the noise render engine, enabling you to make effects based on the noise itself. When Use Color is enabled, the left edge of the color gradient is used for all noise values equal to zero (i.e. transparent) while the right edge of the color gradient is used for all noise values equal to one (i.e. opaque).
这个渐变基于噪音渲染引擎的结果来控制喷气的颜色,使你能够基于噪音本身来制作效果。当启用“使用颜色”时,颜色渐变的左边缘用于所有噪声值等于零(即透明) ,而颜色渐变的右边缘用于所有噪声值等于一(即不透明)。
The Noise gradient differs from the Globals gradient in the use of the Edit Alpha option. Here, the alpha gradient does NOT control the transparency of the noise; rather, it controls which color is taken to draw the puff. Plain white in the gradient means that the Noise color only is used, plain black means use the Globals color only — so if the alpha gradient is completely black and the Use Color option is enabled, this would produce the same result as if the Use Color option were disabled.
在使用 Edit Alpha 选项时,Noise 渐变不同于 Globals 渐变。在这里,阿尔法渐变并不控制噪音的透明度; 相反,它控制哪种颜色被用来绘制粉扑。渐变中的纯白色意味着只使用噪音色,纯黑色意味着只使用全局色ーー因此,如果 alpha 渐变是完全黑色,并且启用了 Use Color 选项,这将产生与禁用 Use Color 选项相同的结果。
So Use Color enabled, the Noise Color gradient controls the look of the puff — just the puff; all other color information (Gradient Mode, for example) is taken from the Globals Color settings.
因此,使用颜色启用,噪音颜色渐变控制喷雾的外观ーー只是喷雾; 所有其他颜色信息(例如,渐变模式)取自全球颜色设置。
颜色
Which color from the gradient is used?
使用的是渐变中的哪种颜色?
The color at the left of the gradient is used for all noise values equal to 1 (visible). The color at the right of the gradient is used for all noise values equal to 0 (100% transparent).
渐变左边的颜色用于所有噪声值等于1(可见)。渐变右边的颜色用于所有噪声值等于0(100% 透明)。
例子:
静态位置
This option changes the way in which the effect is calculated. Usually the effect eats into the local space of the individual volumetric pixel (called a voxel) with the result that each voxel creates its own puff. However, in some cases you may want to fix the position of the effect and move the puffs through the noise. If this option is enabled, the effect for all voxels is controlled by screen coordinates.
此选项更改计算效果的方式。通常这种效果会侵蚀单个体像素(称为体素)的局部空间,结果是每个体素创建自己的泡芙。然而,在某些情况下,你可能想要固定效果的位置,并移动通过噪音的喷气。如果启用此选项,所有体素的效果由屏幕坐标控制。
无比例尺
When you scale a puff (using Scale on the Shape page) you may want to leave the scale of the noise function itself unchanged. By default, when scaling a puff, PyroCluster also stretches the noise volume function according to the Scale values set on the Shape page. Enable No Scale here to leave the scale of the noise function unchanged.
当你缩放一个粉扑(在形状页面上使用缩放) ,你可能希望保持噪音函数本身的缩放不变。默认情况下,当缩放一个粉扑时,PyroCluster 也会根据 Shape 页面上设置的 Scale 值来扩展噪音量函数。在这里启用无比例尺,以保持噪音功能的比例不变。
例子:
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逆变噪音
Enable the Invert Noise option to invert all noise values.
启用反转噪声选项以反转所有噪声值。
例子:
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