Brick 布里克Basic 基础Shader 着色器Colors 颜色Gaps 差距Dirt 泥土

Colors

颜色

Brick Color

砖色

Use this gradient to define the color range from which the colors for each brick will be chosen at random.

使用这个渐变来定义颜色范围,每个砖块的颜色将从中随机选择。

Texture

纹理

Here you can load any desired texture in addition to or in place of the brick color, which can be laid over the brick color gradient using various mix modes. This makes it possible to not only create brick but other floor surfaces such as parquet or tiles, etc. as well.

在这里,你可以加载任何想要的纹理,除了砖的颜色,或在地方,这可以放置在砖的颜色渐变使用各种混合模式。这使得不仅可以制作砖,还可以制作其他地板表面,如镶木地板或瓷砖等。

Texture Details

纹理细节

Offset[-∞..+∞%]
Random

偏移量[-∞ . . + ∞% ]随机

A Sema Noise texture: at left 一个 Sema 噪音纹理: 在左边Offset 偏移量=0%, center ,中心20%, at right (with a different texture) a very high value with ,在右边(具有不同的纹理)一个非常高的价值Random 随机 enabled. 使能

Offset moves the texture one step at a time per brick. This looks somewhat like a painted walkway that was removed and reset in the wrong order. Each brick texture section will be moved equally in the same UV direction according to the Offset value defined (i.e. slightly offset to its neighboring section). If Random is enabled, random UV directions will be applied to each brick, i.e., the dispersion will also be random when lesser Offset values are used.

偏移量每砖每次移动纹理一步。这看起来有点像一个油漆走道被删除和重置在错误的顺序。根据定义的偏移量值(即略微偏移到其邻近部分) ,每个砖结构部分将在相同的 UV 方向上相等地移动。如果启用了随机性,每块砖都会被施加随机的紫外线方向,也就是说,当使用较小的偏移量时,色散也是随机的。

So what’s this good for? For example, you can create parquet grain patters using a texture. Generally, adjoining parquet tiles never have matching grains.

那么这有什么好处呢?例如,你可以使用纹理创建拼花纹理图案。一般来说,相邻的镶木地板永远不会有相同的纹理。

Scale[0..+∞%]

比例[0. . + ∞% ]

Use this value to scale the texture’s size. Values less than 100% will tile the texture (bitmaps will be mirrored at their respective edges).

使用此值可缩放纹理的大小。小于100% 的值将平铺纹理(位图将在其各自的边缘被镜像)。

Flip

冒失鬼

Rotates the texture 90° and subsequently mirrors it horizontally.

旋转纹理90 ° ,然后水平镜像纹理。

Opacity[0..100%]
Blend Mode

不透明度[0. . 100% ]混合模式

Use this value to define how strongly the texture and color gradient should be combined (details about Blend Modes).

使用此值可以定义纹理和颜色渐变的组合强度(关于混合模式的详细信息)。

Alt. Brick Color

砖色

Use this gradient to define the alternative color range (defined by the Alt. Color Every n Rows and

使用此渐变来定义可选的颜色范围(由 Alt. Color Every n Rows 和定义)

Alt. Color Every n Columns values) from which the colors for each brick will be chosen at random.

颜色每 n 列值) ,每个砖块的颜色将被随机选择。

Texture

纹理

Here you can load any desired texture in addition to or in place of the brick color, which can be laid over the brick color gradient using various mix modes. This makes it possible to not only create brick but other floor surfaces such as parquet or tiles, etc. as well.

在这里,你可以加载任何想要的纹理,除了砖的颜色,或在地方,这可以放置在砖的颜色渐变使用各种混合模式。这使得不仅可以制作砖,还可以制作其他地板表面,如镶木地板或瓷砖等。

Texture Details

纹理细节

Offset[-∞..+∞%]
Random

偏移量[-∞ . . + ∞% ]随机

A Sema Noise texture: at left 一个 Sema 噪音纹理: 在左边Offset 偏移量=0%, center ,中心20%, at right (with a different texture) a very high value with ,在右边(具有不同的纹理)一个非常高的价值Random 随机 enabled. 使能

Offset moves the texture one step at a time per brick. This looks somewhat like a painted walkway that was removed and reset in the wrong order. Each brick texture section will be moved equally in the same UV direction according to the Offset value defined (i.e. slightly offset to its neighboring section). If Random is enabled, random UV directions will be applied to each brick, i.e., the dispersion will also be random when lesser Offset values are used.

偏移量每砖每次移动纹理一步。这看起来有点像一个油漆走道被删除和重置在错误的顺序。根据定义的偏移量值(即略微偏移到其邻近部分) ,每个砖结构部分将在相同的 UV 方向上相等地移动。如果启用了随机性,每块砖都会被施加随机的紫外线方向,也就是说,当使用较小的偏移量时,色散也是随机的。

So what’s this good for? For example, you can create parquet grain patters using a texture. Generally, adjoining parquet tiles never have matching grains.

那么这有什么好处呢?例如,你可以使用纹理创建拼花纹理图案。一般来说,相邻的镶木地板永远不会有相同的纹理。

Scale[0..+∞%]

比例[0. . + ∞% ]

Use this value to scale the texture’s size. Values less than 100% will tile the texture (bitmaps will be mirrored at their respective edges).

使用此值可缩放纹理的大小。小于100% 的值将平铺纹理(位图将在其各自的边缘被镜像)。

Flip

冒失鬼

Rotates the texture 90° and subsequently mirrors it horizontally.

旋转纹理90 ° ,然后水平镜像纹理。

Opacity[0..100%]
Blend Mode

不透明度[0. . 100% ]混合模式

Use this value to define how strongly the texture and color gradient should be combined (details about Blend Modes).

使用此值可以定义纹理和颜色渐变的组合强度(关于混合模式的详细信息)。

Alt. Color Every n Rows[0..2147483647]

每 n 行上色[0. . 2147483647]

This value defines of often rows of bricks with an alternative color (Alt. Brick Color) will be added.

这个值定义了通常会添加一行砖的替换颜色(Alt. Brick Color)。

Alt. Color Every n Columns[0..2147483647]

每 n 列涂色[0.2147483647]

For rows of bricks with alternative colors you can also define how many bricks of a row should be colored. Values of 0 or 1 will result in every brick being colored. Larger values will reduce the number of bricks colored accordingly.

对于具有不同颜色的砖块行,您还可以定义一行中应该有多少块砖块着色。值0或1将导致每个砖被着色。较大的数值将减少相应的颜色砖的数量。

Half Width Every nth Row

每 n 行半宽

If a value greater than 0 has been defined for the Alt. Color Every n Columns setting, enabling this option will result in a halving of the number of bricks colored.

如果为 Alt 定义了大于0的值。设置 Color Every n Columns,启用此选项将导致有颜色的砖数量减半。

Brick Noise Scale[-∞..+∞%]

砖噪音标度[-∞ . . + ∞% ]

This setting adjusts the dispersion of irregularity. Smaller values result in larger changes to the same surface.

这个设置调节不规则的色散。较小的值会导致同一表面的较大变化。

Detail[0..100%]
Detail Scale[0..+∞%]

细节[0. . 100% ]细节尺度[0. . + ∞% ]

Adds irregularity to the brick surface. Larger Detail values can be used if a Bump or Displacement channel is used with the Shader. Detail Scale refers to the scale of the Noise applied.

增加砖表面的不规则性。如果凸起或位移通道与着色器一起使用,可以使用更大的细节值。详细比例是指所采用的噪音的比例。