Hair Preferences
毛发偏好
自动添加后期效果
If this option is activate the Hair renderer Post Effect, necessary for rendering hair, will automatically be activated when: The Add Hair command is executed, when a Render Hair tag is applied, or whenever otherwise deemed necessary.
如果这个选项激活了渲染毛发所必需的毛发渲染器后期效果,将会在以下情况下自动激活: 执行添加毛发命令,应用渲染毛发标签,或者其他任何需要的时候。
This function does not work when copying HAIR objects between scenes. The post effect must be manually activated in the new scene.
当在场景之间复制 HAIR 对象时,此函数不起作用。后期效果必须在新场景中手动激活。
自动链接对象
If this option is active, the newly created Hair object will be linked with the object used to create the hair when the Add Hair command is executed.
如果此选项处于活动状态,则在执行 Add Hair 命令时,新创建的 Hair 对象将与用于创建 Hair 的对象链接。
Example: You have selected polygons on the surface of a sphere, on which you want to let hair grow. After selecting Add Hair, the subsequently created Selection tag (or the object itself if no Selection tag was included) will be added to the Hair object’s Link field (Guides Tab).
例如: 你选择了一个球体表面的多边形,你想让毛发在它上面生长。选择 Add Hair 之后,随后创建的 Selection 标记(如果没有包含 Selection 标记,则为对象本身)将被添加到 Hair 对象的 Link 字段(Guides Tab)。
自动添加材质
If this option is active, a Hair material will automatically be created and applied to the newly created Hair object when the Add Hair command is executed.
如果此选项处于活动状态,则在执行 Add Hair 命令时,将自动创建一个 Hair 材质并将其应用于新创建的 Hair 对象。
孩童时期的毛发
Activating this option will make a newly created Hair object (Add Hair) a child of the object that was active in the Object Manager when the Hair object was created.
激活此选项将使新创建的毛发对象(添加毛发)成为对象管理器中创建毛发对象时激活的对象的子对象。
If a Hair object is created as a child of another object, the guides / hairs will be arranged over the entire parent object.
如果一个 Hair 对象是作为另一个对象的子对象创建的,那么向导/毛发将被排列在整个父对象上。
高亮显示
Guides will turn turquoise when most interactive tools pass over them, letting you know where a particular tool can be used. Use this option to turn this function off.
当大多数交互式工具通过向导时,向导会将绿松石变成绿松石色,让您知道在哪里可以使用特定的工具。使用此选项关闭此函数。
显示无根
Shows unrooted Guides.
显示无根向导。
光标
Numerous tools show their radius in the form of a cursor. This setting offers you the following options:
许多工具以光标的形式显示它们的半径。这个设置提供以下选项:
对象修改撤销
If you edit an object containing guides, on which hair has grown (e.g., delete a polygon), guide roots can be rearranged, which will have an effect on the hairstyle. If you do an Undo, this step will be undone. If you also want the guide roots to return to their exact previous position with no change to the guides whatsoever, this option must be active. Activating this option will save relevant Hair object settings in the Undo memory, which also requires more memory.
如果你编辑一个包含指南的对象,在这个对象上毛发生长了(例如,删除一个多边形) ,指南根可以重新排列,这将对发型产生影响。如果您执行撤销操作,此步骤将被撤销。如果你还希望指南根返回到他们的确切先前的位置,没有改变指南无论如何,这个选项必须是积极的。激活此选项将在撤销内存中保存相关的毛发对象设置,这也需要更多的内存。
动态撤销
If you want to implement Dynamics via the Relax button (Hair object / Dynamics Tab), each time you click on this button, the previous state of the hair will be saved to the Undo memory. This option can be deactivated since this function requires a lot of memory.
如果你想通过放松按钮(Hair object/Dynamics Tab)来实现 Dynamics,每次你点击这个按钮,毛发以前的状态都会保存到撤销内存中。此选项可以停用,因为此函数需要大量内存。
默认预览
Use this setting to define which type of object will be used to preview the Hair material. If you select Standard, the standard Cinema 4D preview will be used, as defined in Cinema 4D’s preferences menu.
使用此设置可定义用于预览毛发材质的对象类型。如果你选择标准,标准的 Cinema 4D 预览将被使用,正如 Cinema 4D 的偏好菜单中定义的那样。