Normal Tag
正常标签
Basic 基础Tag 标签Fields 田野
Normal Tag
正常标签
A Normal tag defines the Vertex Normals (in the following simply referred to as Normals) which help calculate
shading. Cinema 4D normally calculates these using the Phong tag. As soon as a
Phong tag is created, the Vertex Normals will be read from the Normal tag.
“法线”标签定义了顶点法线(以下简称为“法线”) ,这有助于计算阴影。C4D院通常使用 Phong 标签计算这些。一旦一个 Phong 标签被创建,顶点法线将会从 Normal 标签中读取。
The following applies, depending on which tags exist:
根据存在哪些标签,应用如下:
- Only a Phong tag exists: The Phong tag will control the direction of the Vertex Normals based on the angle
of the adjacent polygons. For angles below the defined threshold value ( 只有 Phong 标签存在: Phong 标签将根据相邻多边形的角度控制顶点法线的方向。对于低于定义的阈值(Phong
Angle 凤角), the Vertex Normals will be set to a median value of the adjacent polygons, which will create
the impression of a smooth surface in the Viewport and for rendering. If the angle is greater than the defined
threshold value, each Vertex Normal will be set to the Polygon Normal of the adjacent polygons and a visible
edge will appear when rendered. ) ,顶点法线会被设定为相邻多边形的中位数值,这会在 Viewport 创造出一个光滑的表面效果。如果角度大于定义的阈值,每个顶点法线将被设置为相邻多边形的多边形法线,并且当渲染时将显示一条可见的边
- Phong tag/Normal tag exists: If a Normal tag exists, the Vertex
Normals saved within this tag will be used. The settings in the Phong tag itself will have no effect on the
direction of the Vertex Normals but they will nevertheless be required for the evaluation. A Phong tag is
always required for the Normal tag to function correctly. Phong 标记/Normal 标记存在: 如果 Normal 标记存在,则使用保存在此标记中的顶点法线。在 Phong 标签本身的设置将不会对顶点法线的方向产生影响,但它们仍然是评估所需的。为了让 Normal 标签正常工作,总是需要一个 Phong 标签
Tip:
提示:
Normal tags do not work in conjunction with Generators such as Subdivision Surfaces or Deformers. Shading errors
will occur.
正常的标签不工作与生成器,如细分表面或变形。阴影错误将会发生
A Normal tag primarily serves the following functionalities:
标签主要提供以下功能:
Imported CAD models
进口的电脑辅助设计模型
Many NURBS modelers export relatively poor-quality meshes which can be recognized by the errors in shading.
Several modelers let you optionally embed "Vertex Normals" (these are Normals that exist for each point;
depending on the surface, this can amount to several Normals per point). This serves exclusively to display
and render the object correctly.
许多 NURBS 模型输出的网格质量较差,可以通过阴影处的误差来识别。有几个模型可以让你有选择地嵌入“顶点法线”(这些法线存在于每个点; 根据表面,这可以达到几个法线每个点)。这专门用于正确显示和呈现对象。
Normal tags can react very sensitively to being edited at point level or when Deformers are used. This shading
can then produce artefacts.
普通标签可以反应非常敏感的被编辑在点水平或当变形剂使用。这种阴影可以产生人工制品。
Normals can be displayed numerically () in the Structure
Manager or via the Vertex Normals option in the Viewport (at times meaned, however).
法线可以数字显示(模式 | 法线)在构造管理器或通过顶点法线选项在视窗(有时意味着,但)。