Sculpting 雕刻

Sculpting

雕刻

Disconnected Points on Delete

删除上不连接的点

When polygons were deleted in Cinema 4D versions (prior to R20), the corresponding points were not deleted and had to be deleted separately. This is no longer the case, by default, i.e., when polygons are deleted, non-connected points will automatically be deleted as well.

当在 Cinema 4D 版本中删除多边形时(在 R20之前) ,相应的点不会被删除,必须单独删除。默认情况下,不再是这种情况了,也就是说,当多边形被删除时,未连接的点也将被自动删除。

You can define here if the new or old method should be used.

您可以在这里定义应该使用新方法还是旧方法。

If the Shift key is pressed while deleting, the other option, respectively, will be used.

如果在删除时按下 Shift 键,将分别使用另一个选项。

Use Polygon Object Normals Threshold[-2147483648..2147483647]

使用多边形对象法线阈值[-2147483648. . 2147483647]

This setting only applies to the shaping of objects without Sculpt tags. The Sculpt function has its own fast Phong smoothing (but with limited effect; Normal tags will not be taken into consideration). The value defined here defines at which number of object polygons the sculpting Phong should take effect. If the number of polygons lied below this value, the Cinema 4D Phong smoothing with the Phong or Normal tag will take effect.

这个设置只适用于没有 Sculpt 标签的对象的形状。Sculpt 函数具有自己的快速 Phong 平滑(但效果有限,不考虑普通标签)。这里定义的值定义了雕刻 Phong 应该生效的对象多边形数量。如果多边形的数量低于这个值,Cinema 4D Phong 平滑与 Phong 或正常标签将生效。

For example, if you’ve modeled a complex turned part using CAD, loaded it into Cinema 4D as an OBJ, where a Normal tag generates the correct shading, and subsequently want to re-shape the object using the Grab brush, the Normals Threshold value must be greater than the object’s total number of polygons. Otherwise faulty shading will result.

例如,如果你使用 CAD 建模了一个复杂的转动部件,将其作为 OBJ 加载到 Cinema 4D 中,其中 Normal 标记生成正确的阴影,并随后希望使用 Grab 画笔重塑对象,那么 Normals Threshold 值必须大于对象的多边形总数。否则会导致错误的阴影。

Always Update (Slow)

总是更新(慢)

Enable this option if you want to modify Sculpt objects that lie beneath Generators (e.g., Subdivision Surfaces or Symmetry objects). The brush’s effect will be displayed in realtime (otherwise display problems, even with no brush action being shown, can occur). However, this is somewhat more tenacious than usual and really only works well with low-poly objects or those with fewer subdivisions.

如果您想修改位于生成器之下的 Sculpt 对象(例如,细分曲面或对称对象) ,请启用此选项。画笔的效果将实时显示(否则即使没有画笔动作也会出现显示问题)。然而,这是有点比通常更顽强,真的只适用于低多边形对象或那些较少细分。

Respect Selections

尊重选择

For normal polygon objects (without Sculpt tags), this option defines whether or not selected elements (e.g., point selections) can be modified by the brush.

对于普通的多边形对象(没有 Sculpt 标签) ,此选项定义是否可以用画笔修改选定的元素(例如,点选择)。

Default Gray Value[0..1]
Default Gray Value[0..1]

默认灰度值[0. . 1]默认灰度值[0. . 1]

Use this value to define the gray value (see Gray Value) for your Stamp or Stencil. If you have Stamp bitmaps on a black background (and their gray values define where the relief should be), enter a value of 0.

使用此值为您的邮票或模具定义灰度值(参见灰度值)。如果在黑色背景上有 Stamp 位图(它们的灰度值定义了浮雕的位置) ,则输入值0。

Use Top Left Pixel For Gray Value
Use Top Left Pixel For Gray Value

使用左上像素作为灰度值使用左上像素作为灰度值

This option automatically defines the gray value (see Gray Value) for Stamps or Stencils. Most of the time, a Stamp/Stencil is placed on a background that itself defines a neutral state. The Stamp/Stencil outer edge usually does not come into contact with the top left corner of the background. However, if this does occur, you will have to define the gray value manually.

此选项自动定义邮票或模板的灰度值(请参阅灰度值)。大多数时候,一个 Stamp/Stencil 被放置在一个背景上,背景本身定义了一个中性状态。印章/模板的外边缘通常不会与背景的左上角接触。但是,如果出现这种情况,则必须手动定义灰度值。

Material Resolution[-2147483648..2147483647]

[-2147483648. . 2147483647]

A material channel can be used for the Stamp/Stencil brushes. The resolution defined here is used when converting the material’s shader to the required brush bitmap. Note that higher resolutions will take longer to process (which is done every time a project with these brushes is loaded).

一个材质通道可用于邮票/模板刷。这里定义的分辨率用于将材质的着色器转换为所需的笔刷位图。请注意,较高的分辨率将需要更长的时间来处理(这是完成每次项目与这些刷子加载)。