Volume Builder Tag 标签

Settings

设置

Perfect Primitive

完美原始

This option appears, for example, if a Sphere primitive (it has its own Perfect Sphere option) is dragged into the list. A perfectly round sphere without facets will be used for the Volume.

例如,如果一个 Sphere 原语(它有自己的 Perfect Sphere 选项)被拖到列表中,就会出现此选项。一个没有刻面的完美圆形球体将被用于体积。

Use Mesh Points
Mesh Point Radius[0.01..+∞m]

使用 Mesh PointsMesh Point Radius [0.01. . + ∞ m ]

Enable this option if the Volume should be generated around the object points using spheres instead of around the polygon surface.

如果应该使用球面而不是多边形表面在对象点周围生成体积,则启用此选项。

Note that the Voxel layers around each sphere (with the adjustable Mesh Point Radius) always have the same thickness on the inside and outside an can only be defined using the Outside Voxel Range setting (located in the Voxel Size menu.

请注意,每个球体周围的体素层(可调整的网点半径)总是有相同的厚度在内部和外部只能使用外部体素范围设置(位于体素大小菜单。

Use Particle Size

使用粒度

If you use standard or Thinking Particles, the particle size will be used (for Thinking Particles, for example, the Size setting) to replace the Radius.

如果你使用标准粒子或TP粒子,粒子大小将被用来代替半径(例如TP粒子的大小设置)。

Radius[0.01..+∞m]

半径[0.01. . + ∞ m ]

Use this setting to define the radius of the spheres that are placed around each particle or arranged (and joined) along a spline. Larger radii will produce correspondingly more "blobby" shapes; smaller values will keep the shape correspondingly closer to the particle/spline (in as far as other settings permit this).

使用这个设置来定义球体的半径,这些球体被放置在每个粒子周围,或者沿着样条排列(和连接)。更大的半径将相应地产生更多的“斑点”形状; 更小的值将相应地保持形状更接近的粒子/样条(在其他设置允许的范围内)。

Optimize and Close Holes

优化和关闭孔

If Volume Type is set to Fog, this option must be enabled for porous objects so that the Volume Builder can function correctly.

如果体积类型设置为雾,这个选项必须为多孔对象启用,以便体积生成器可以正常工作。

Velocity Scale[0..+∞]

速度刻度[0. . + ∞]

Larger values will create a correspondingly longer, tapered Volume trail behind each particle. A value of 0 will disable the effect.

更大的值将创建一个相应的更长,锥形体积痕迹后面的每个粒子。值为0将禁用该效果。

This is an excellent method for creating self-closing elements such as an open wound or a tunnel, etc. (by applying a Boolean subtraction to the particles).

这是一个非常好的创建自闭元素的方法,如开放伤口或隧道等(通过对粒子应用布尔减法)。

Density[0.01..+∞]

密度[0.01. . + ∞]

Use this setting to define the density of the spheres arranged along a spline. Values that are too low will result in individual spheres remaining visible (mostly visible if the Voxel Size is too small):

使用此设置来定义沿样条排列的球体的密度。太低的值将导致单个球体仍然可见(如果体素尺寸太小,大多数情况下可见) :

Increasing the 增加Density 密度 value would smooth this surface. 价值会使这个表面光滑

Inside Voxel Falloff[1..2147483647]

内部体素法洛夫[1.2147483647]

If Volume Type is set to Fog, this setting defines the number of Voxel layers through which the Voxel’s value will transit from the outside (=0) to the inside (=1). Smaller values will produce a correspondingly faster transition (most of the inside has a value of 1); larger values will produce a correspondingly more linear transition.

如果将 Volume Type 设置为 Fog,则此设置定义体素层的数量,体素的值将通过这些层从外部(= 0)传递到内部(= 1)。较小的值相应地会产生较快的转换(大多数内部值为1) ; 较大的值相应地会产生较多的线性转换。

Tip: 提示:
If you want to achieve a constant Voxel value throughout the entire Volume for the Fog mode, use a Reshape Filter or a Reshape Layer with 如果你想在雾模式下获得一个稳定的体素值,可以使用一个重塑过滤器或者一个重塑层Filter Type 过滤器类型 set to 开始Range Map 量程图. Enter the same value for both Output settings. You might have to adjust the Input settings if the values do not lie within the normal range of 0 to 1. .为两个 Output 设置输入相同的值。如果值不在0到1的正常范围内,则可能必须调整 Input 设置

Maximum Voxel Falloff

最大体素衰减

If Volume Type is set to Fog, the Maximum Voxel Falloff option will, if enabled, define a continuous, linear value falloff from 0 to 1 from the outside to the inside. For more complex, combined objects, only the most voluminous (largest) part will reach a maximum value of 1:

如果将 Volume Type 设置为 Fog,如果启用了 Maximum Voxel Falloff 选项,将定义一个从外到内从0到1的连续线性值衰减。对于更复杂的组合对象,只有最大的部分才能达到1的最大值:

The Viewport view shows Voxel values as a grayscale with Viewport 视图将体素值显示为灰度级Volume Type 音量类型 set to 开始Fog.

Inside Voxel Falloff is enabled on the left, disabled on the right. Note the more gradual transition in conjunction with the Inside Voxel Falloff on the left and the abrupt transition on the right. The Volume Mesher can be used on the left to create a continuous polygon surface over the entire Volume, while on the right it would be restricted to a small area near the original surface.

内部体素法洛夫是启用左侧,禁用的权利。注意更多的渐进过渡与内部体素法洛夫在左边和突然过渡的权利。体量设计师可以在左边创建一个连续的多边形表面覆盖整个体量,而在右边它将被限制在原始表面附近的一个小区域。

Generally speaking, this option should be enabled since more consistent effects can be achieved with it.

一般来说,应该启用这个选项,因为使用它可以实现更一致的效果。

Surface Threshold[-∞..+∞]

表面阈值[-∞ . . + ∞]

This value is only displayed if Volume Type is set to SDF and, for example, a Field or Falloff object object is dragged into the list.

只有当体积类型设置为 SDF 并且例如将 Field 或 Falloff 对象拖动到列表中时,才会显示此值。

These are objects that generate spatial values mostly between 0 and 1. Take a look at a Spherical Field, for example, whose default value of 1 at the center falls off to 0 at its edges. The Surface Threshold value defines how a Volume can be created using these values. If it’s set to 0.5, a surface will be used for an enclosed Volume hull that runs through the values of 0.5:

这些对象生成的空间值大多在0到1之间。例如,我们来看一个球形场,它中心的默认值为1,而边缘的默认值为0。Surface Threshold 值定义了如何使用这些值创建体积。如果设置为0.5,一个表面将用于封闭的体积船体,通过值0.5:

Different values: at top a Spherical Field, at bottom a Random Field (in Dent mode). 不同的数值: 在球形场的顶部,在随机场的底部(在凹陷模式)

Scale Along

向前扩展

With the function graph you can vary the Radius along the course of the spline.

使用函数图,你可以沿着样条曲线改变半径。

Scale per Segment

每个分段的比例

2 linear spines, each with 3 segments, at top with 2个线形刺,每个有3节,在顶部Scale per Segment 每个分段的比例 disabled, at bottom enabled.. 禁用,在底部启用

Should modifications made to the radius via the Scale Along setting be applied over the entire length of the spline or per segment? This is what you can determine using this option.

是否应该通过沿尺寸设置对半径进行修改,以适用于花键的整个长度或每段?这是使用此选项可以确定的。

Creation Space

创造空间

If Fields or similar objects (e.g., Random Fields or Falloff objects) are used to generate Volume, you have to define the space in which the Voxels will be generated. Otherwise the scene will be completely filled with Voxels, which would crash your computer.

如果使用字段或类似对象(例如,Random Fields 或 Falloff 对象)来生成 Volume,则必须定义生成 Voxels 的空间。否则场景将完全充满体素,这将崩溃你的电脑。

2 options are available:

有两种选择:

Coordinates

坐标

P[XYZ m]
S[XYZ m]
R[HPB °]

P [ XYZ m ] s [ XYZ m ] r [ HPB ° ]

Here you can define the position, size and rotation of the box mentioned above.

在这里您可以定义的位置,大小和旋转的方块上面提到。

Override Box Matrix

覆盖方块矩阵

Use this setting if you also want to freely place and rotate a box (instead of only using the Volume generator’s matrix).

如果您还想自由地放置和旋转一个框(而不是仅仅使用体积生成器的矩阵) ,请使用此设置。

Create Controller

创建控制器

Click on this button to create a Null object as the origin for the Box mentioned above. Position this anywhere and the Box will follow.

单击此按钮创建一个 Null 对象作为上面提到的 Box 的原点。把它放在任何地方,盒子就会跟上。

Vector-specific settings

特定于矢量的设置

If Volume Type is set to Vector (see also Modes when using the Vector volume type), the following settings will be available:

如果“体积类型”设置为“向量”(使用“向量体积类型”时请参阅“模式”) ,则可以使用以下设置:

Convert From

转换

The objects in the list will first be converted to voxels, then a vector direction will be ascertained for each voxel. The result will vary, depending on which of the options below is selected:

首先将列表中的对象转换为体素,然后确定每个体素的矢量方向。结果将有所不同,取决于下列哪些选项被选中:

The following 4 settings reflect those at the top of the dialog field if Volume Type is set to Signed Distance Field. The internal SDF, which is used here to generate vectors, works analog to this.

如果体积类型设置为签名距离字段,下面的4个设置将反映对话框字段顶部的设置。内部的 SDF,在这里用来生成矢量,工作模拟这个。

Interior Voxel Range[1..2147483647]
Exterior Voxel Range[1..2147483647]

内部体素范围[1.2147483647]外部体素范围[1.2147483647]

See Exterior Voxel Range.

参见外部体素范围。

Spline Voxel Range[1..2147483647]

样条体素范围[1.2147483647]

See Spline Voxel Range.

参见样条体素范围。

Particle Voxel Range[1..2147483647]

粒子体素范围[1.2147483647]

See Particle Voxel Range.

参见粒子体素范围。