Pin Material
Tag
针材质标签
Basic 基础Tag 标签Pin Material Tag
针材质标签
This tag pins down all textures/materials (in the following only referred to as textures) onto the object’s surface so that when parts of the object are deformed in some way — such as lips smiling and then frowning — the texture is locked to the surface and deforms along with it.
这个标签将所有的纹理/材质(以下仅称为纹理)固定在物体表面,这样当物体的某些部分发生某种形变时(比如嘴唇微笑然后皱眉) ,纹理就会被锁定在表面并随之变形。
The usual way to pin textures down is to use UVW mapping. However, UVW mapping is problematic when used with Subdivision Surfaces, especially when the cage moves from an area of few points to an area of many points.
通常的方法来确定纹理是使用 UVW 贴图。然而,UVW 映射在与细分曲面一起使用时是有问题的,特别是当笼子从几个点的区域移动到多个点的区域时。
This is illustrated in Figures 1 to 4, below. Figure 1 shows the polygon object before it is placed in the Subdivision Surfaces. Figure 2 shows the object in a Subdivision Surfaces and a texture applied with Flat projection. Compare Figure 2 with Figure 3 and you will notice that the UVW map in Figure 3 is warped for no apparent reason. Put simply, UVW mapping does not work very well with Subdivision Surfaces objects. In these cases, use a Pin Material tag instead of UVW mapping to pin down the texture (Figure 4).
如下图1至4所示。图1显示了放置在细分曲面之前的多边形对象。图2显示了细分曲面中的对象和应用了平面投影的纹理。将图2与图3进行比较,您将注意到图3中的 UVW 映射因为没有明显的原因而被弯曲。简单地说,UVW 映射不能很好地与细分曲面对象。在这些情况下,使用 Pin Material 标记而不是 UVW 映射来确定纹理(图4)。
How does this work exactly?
这到底是怎么回事?
When a Pin Material tag is created, Cinema 4D creates a reference of the object’s point and stores them in the Pin Material tag. If you then distort the object, Cinema 4D compares the new state to the stored state and adjusts the projected texture accordingly to ensure it stays pinned down and moves with the mesh.
当一个 Pin Material 标签被创建时,Cinema 4D 创建一个对象点的引用,并将它们存储在 Pin Material 标签中。如果你然后扭曲对象,Cinema 4D 将新的状态与存储的状态进行比较,并相应地调整投影纹理,以确保它保持固定并随着网格移动。
As soon as you add points to a Polygon object, the stored reference becomes invalid. However, this is usually not an issue when using deformation objects since a new reference is created automatically before every deformation.
一旦向 Polygon 对象添加了点,存储的引用就无效了。但是,在使用变形对象时,这通常不是问题,因为在每次变形之前都会自动创建一个新的引用。
The Pin Material tag has an interesting side-effect: If you make a Polygon object a child of a Symmetry object and texture one half, the texture will be mirrored to the other side automatically. This enables you to, say, paint half a face, project it using flat mapping and let Cinema 4D take care of the other half. If you want to be able to texture each sides independently, put the Material tag onto the Symmetry object.
引脚材质标签有一个有趣的副作用: 如果你使一个多边形对象的子对象的对称对象和纹理的一半,纹理将镜像到另一边自动。这使你能够,比如说,画半张脸,使用平面映射投影,让 Cinema 4D 照顾另一半。如果你想能够纹理的每一面独立,把材质标签对对称的对象。
If you assign a Pin Material tag to a texture that uses Flat mapping with Side set to Front, the Front information will be lost and the texture will be mapped to both sides of the object.
如果你分配一个 Pin Material 标签给一个使用 Flat 映射的纹理,侧面设置为 Front,Front 信息将丢失,纹理将被映射到对象的两侧。