Delta Mush Tag 德尔塔 · 穆什塔格Basic 基础Tag 标签

Tag Properties

标签属性

Strength[-∞..+∞%]

强度[-∞ . . + ∞% ]

Use this slider to set the overall intensity of the effect.

使用这个滑块来设置效果的总体强度。

Iterations[0..2147483647]

迭代法[0. . 2147483647]

This is the main setting used to control the effect of the deformer. Use this parameter to define the number of times smoothing is applied to the deformed object. A higher number means stronger smoothing, whereas 0 iteration will have no effect on the deformed mesh.

这是用来控制变形器效果的主要设置。使用这个参数来定义平滑应用于变形对象的次数。较高的数值意味着较强的光滑性,而0次迭代对变形的网格没有影响。

Smooth View[-∞..+∞%]

平滑视图[-∞ . . + ∞% ]

Use this parameter to display the impact of the base smoothing that Delta Mush applies to the mesh in the viewport. Behind the scene, the deformer applies normal smoothing and then the difference delta of the deformed mesh. This option is useful to troubleshoot issues that might arise from these Delta Mush smoothing operations, by displaying the normal smoothing only. If you notice polygons collapsing or artefacts appearing, for example, you can use this parameter to show if the base smoothing collapses the mesh as well. It can also be used as a global (or local, with vertex map and/or falloff restrictions) Smooth Deformer, in addition to the Delta Mush deformations, to add a bit of overall, brute-force smoothing on top.

使用这个参数来显示 Delta Mush 应用于视窗中的网格的基础平滑效果。在场景背后,变形器先进行法向光顺,然后对变形后的网格进行差分三角形处理。此选项仅显示常规平滑,对于解决这些 Delta Mush 平滑操作可能产生的问题很有用。例如,如果您注意到多边形折叠或仿制品出现,您可以使用这个参数来显示基础平滑是否也折叠了网格。它也可以作为一个全局(或局部,顶点地图和/或下降限制)平滑变形,除了三角洲 Mush 变形,增加了一点总体,蛮力平滑顶部。

Tangent Mode

切线模式

This parameter controls the way the tangent of each vertex is calculated. A tangent is basically the difference between two vertexes and each mode changes the way this difference/variance is calculated. Depending on the deformation occurring, some modes yield better results than others, so use the best mode for each individual case. That being said, the Based on UVs mode will usually yield the best results most often, but it will only give good results if your model has proper, non-overlapping UVW coordinates set up. Using UVs is the most stable solution, because UV coordinates are fixed, and do not change when a mesh is deformed, so the tangent of each vertex does not change over time.

这个参数控制每个顶点的切线的计算方式。切线基本上就是两个顶点之间的差值,每个模式都会改变这个差值/方差的计算方式。根据变形的发生,一些模式比其他模式产生更好的结果,所以使用最佳模式为每个案件。也就是说,基于 UVs 模式通常会产生最好的结果,但是只有当你的模型有适当的,不重叠的 UVW 坐标设置时,它才会产生好的结果。使用 UV 是最稳定的解决方案,因为 UV 坐标是固定的,当网格变形时不会改变,所以每个顶点的切线不会随着时间而改变。

Edge

In this mode, the deformer calculates the variance between a reference vertex and another vertex along the same edge that are being deformed and applies smoothing between the edge vertexes based on the difference. A stronger variance usually means a stronger smoothing is applied. Depending on the type of deformation, this mode might yield the best results.

在这种模式下,变形者计算参考顶点和同一边上的另一个顶点之间的方差,并根据这种差异对边上的顶点进行平滑。更强的方差通常意味着应用更强的平滑。根据变形的类型,这种模式可能产生最好的结果。

Neighbor Points

邻居点

In this mode, the deformer calculates the variance between a reference vertex and another vertex sharing the same polygon. It will usually calculate the tangent between two vertexes at the diagonal corners of a polygon. Depending on the type of deformation, this mode might yield the best results.

在这种模式下,变换器计算一个参考顶点和共享同一多边形的另一个顶点之间的方差。它通常会计算多边形对角线角上两个顶点之间的切线。根据变形的类型,这种模式可能产生最好的结果。

Polygon

多边形

In this mode, the deformer uses the normal of polygons to calculate the variance and apply smoothing. Depending on the type of deformation, this mode might yield the best results.

在这种模式下,变形器利用多边形的法线计算方差并进行平滑处理。根据变形的类型,这种模式可能产生最好的结果。

Based on UVs

基于 uv

In this mode, the deformer calculates the variance between vertexes that are being deformed and vertexes that are not based on their tangents as laid out by their current UVW coordinates. This mode will yield the best results overall, as the calculated tangents are not being changed by a deforming mesh, but require proper, non-overlapping UVs to be laid out for the mesh first.

在这种模式下,分析器计算正在变形的顶点和不基于它们当前 UVW 坐标所布置的切线的顶点之间的方差。这种模式将产生最好的结果总体,因为计算的切线没有改变变形的网格,但需要适当的,不重叠的 uv 布局为网格第一。

Smooth Type

光滑型

Defines the smoothing algorithm used by the deformer.

定义变换器使用的平滑算法。

Fixed

固定的

This mode applies the same amount of smoothing weight to all vertexes. This mode is the fastest to calculate, and can be very useful when used on a mesh made of polygons of similar size. It will not work as well on meshes that have both large and small polygons to smooth out.

此模式对所有顶点应用相同数量的平滑加权。这种模式是最快的计算,并可以是非常有用的时候,在一个网格制成的多边形相似的大小。它不会工作,以及网格,有大和小的多边形平滑出来。

Proportional

比例

This mode applies smoothing based on the distance between vertexes that are being transformed and those that are not. This mode usually produces better results, as it will modulate the strength of the deformer per polygon area and preserve the shape of meshes the best.

此模式根据正在转换的顶点与未转换的顶点之间的距离进行平滑。这种模式通常可以产生较好的效果,因为它可以调节每个多边形区域的变形器的强度,并且最好地保持网格的形状。

Active

活跃

Enables the Vertex Weight set for the mesh and assigned to the Strength Map field.

启用网格的顶点权重设置,并将其分配到强度映射字段。

Strength Map

力量地图

Drag and drop a Vertexmap tag into this field to control the strength of the Delta Mush tag parameters per vertex. This is basically how you control the falloff of the Delta Mush tag.

将 Vertexmap 标记拖放到此字段中,以控制每个顶点的 Delta Mush 标记参数的强度。这基本上就是你如何控制 Delta Mush 标签的下降。

Pin Border Points

边境管制站

Use this option to exclude vertexes that are at the edges of open holes in your meshes (for example, an open-ended sleeve mesh on your character).

使用此选项可以排除位于网格中开放孔边缘的顶点(例如,角色上的开放式套筒网格)。

Cylinder deformed by joints with open caps (top) – Deformed cylinder smoothed with a Delta Mush deformer without Pin Border Points (middle). Here, the border points are being smoothed out, causing the mesh to lose its initial shape – Deformed cylinder smoothed with 气缸变形与开放的帽子(顶部)接头-变形气缸光滑与三角洲 Mush 消化器没有引脚边界点(中)。在这里,边界点被平滑,导致网格失去其初始形状-变形的圆柱体光滑Pin Border Points 边境管制站 enabled (bottom). Here, notice how the shape is being preserved, while still smoothing out the curvature of the cylinder. 启用(下)。在这里,注意形状是如何被保留,同时仍然平滑的曲率圆柱体

Affect Morphs

影响变种

Enables or disables smoothing of morphs done via the Posemorph tag.

通过 Posemorph 标签启用或禁用平滑变体。

Initialize

初始化

Initializes the state of the deformer with its current settings. This command allows for faster calculations of the deformer, as by default it works at smoothing the mesh in its non-deformed state, then smooths it again in its deformed state, yielding twice the amount of calculations and leading to slowdowns. Initializing the rest state allows the deformer to record its current state and speed up deformations as a result. Note that once initialized, all options pertaining to smoothing are greyed-out and not available. If you need to edit these, you will need to release the recorded values first.

用当前设置初始化变形器的状态。这个命令允许对变形器进行更快的计算,因为默认情况下,它在未变形状态下平滑网格,然后在变形状态下再次平滑网格,产生两倍的计算量并导致减速。初始化的休息状态允许变形记录其当前状态和加速变形的结果。请注意,一旦初始化,所有有关平滑的选项都是灰色的,不可用。如果需要编辑这些内容,则需要首先释放记录的值。

Release

释放

Initializing the deformer will record, or cache, its state and store it within the scene file data. Here, you can see the amount of memory used to do so.

初始化变形者将记录或缓存其状态,并将其存储在场景文件数据中。在这里,您可以看到这样做所使用的内存量。