Dirt
泥土
启用
Enabling this option lets you lay a layer of dirt over the bricks.
启用这个选项可以让你在砖上铺一层灰尘。
Here you can define if dirt should be applied to bricks and / or mortar, respectively.
在这里,你可以分别定义砖和/或灰泥是否应该加灰尘。
不透明度[0. . 100% ]
Defines the degree of dirtiness. 0% results in no dirt being visible, 100% produces maximum visibility.
定义污垢的程度。0% 的结果是没有污垢可见,100% 产生最大可见度。
Gap Blending[-100..100%]
Brick Blending[-100..100%]
间隙混合[-100. . 100% ]砖混合[-100. . 100% ]
These values define how the dirt colors will be blended with the brick or mortar color:
这些值决定了灰尘的颜色如何与砖或灰浆的颜色混合:
颜色
A dirt color will be created using this gradient.
一个污垢的颜色将创建使用这种梯度。
色标[-∞ . . + ∞% ]
Defines the size of the internal Noise that in turn controls the color extraction from the gradient.
定义内部噪声的大小,这些噪声又控制从渐变中提取颜色。
转移[% ]
Shifts the dirt in X and Y directions. Z varies the Noise and therewith the dispersion of dirt.
将污垢向 x 和 y 方向移动。 z 随着污垢的分散而改变噪音。
不透明度尺度[-∞ . . + ∞% ]
Defines the scale of the internal Noise that defines how fine the dirt is. Smaller values result in a more homogenous dispersion of dirt and larger values will produce more variation.
定义内部噪音的规模,定义如何细的污垢。较小的值导致更均匀的污垢分散和较大的值将产生更多的变化。
八度音[0. . 10]
Defines the "muteness" or turbulence of the noise.
界定噪音的「沉默」或「湍流」。
纹理
Load a texture here that will be used instead of Noise. An alpha channel will be calculated internally from this texture (in consideration of both Alpha parameters) and combined with the texture.
加载一个纹理在这里,将使用而不是噪音。一个 Alpha 通道将从这个纹理内部计算(考虑到两个 Alpha 参数)并与纹理结合。
If you load a cement texture here you can achieve a very nice realistic dirt effect on the brick wall.
如果你在这里加载一个水泥纹理,你可以在砖墙上实现一个非常好的现实的灰尘效果。
颜色和纹理
Here you can load an additional texture that appears at the location defined by the Texture setting’s alpha channel. This can be very useful for creating very weathered or washed out posters stuck on walls or graffiti.
这里你可以加载一个额外的纹理,它出现在纹理设置的 alpha 通道定义的位置。这对于在墙上或涂鸦上创作风化或褪色的海报是非常有用的。
Texture Details
纹理细节
转移[% ]
Use this setting to move the Texture/Color Texture in X, Y or Z directions (the latter only for 3D shaders).
使用这个设置移动纹理/颜色纹理在 x,y 或 z 方向(后者只适用于3D 着色器)。
刻度[-∞ . . + ∞% ]
Use this setting to enlarge/reduce the size of your Texture/Color Texture. Values of less than 100% will result in tiling.
使用此设置可以放大/缩小纹理/颜色纹理的大小。小于100% 的值将导致平铺效果。
冒失鬼
If enabled, the texture will be rotated clockwise 90°.
如果启用,纹理将顺时针旋转90 ° 。
使用渐变叠加
As the name says, the Texture/Color Texture will be multiplied with the Gradient Color.
顾名思义,纹理/颜色纹理将与渐变颜色相乘。
阿尔法逆变
Inverts the alpha channel (created from the Texture). Visible regions will be made transparent and vice-versa.
反转 alpha 通道(由纹理创建)。可见区域将变得透明,反之亦然。
Alpha 对比度[0. . + ∞% ]
Changes the contrast of the loaded Texture, which results in softer or harder transitions in border regions between dirt textures and bricks.
改变加载纹理的对比度,使得灰尘纹理和砖块之间的边界区域变得更加柔和或者更加坚硬。
Alpha 偏差[-∞ . . + ∞% ]
This value defines the degree of expansion of the alpha channel (created from the Texture). You can quasi let the dirt expand – let it spread across the surface.
这个值定义了 alpha 通道的扩展程度(从纹理创建)。你可以让泥土膨胀——让它在表面上蔓延。
Rain[0..5000%]
Samples[6..2147483647]
雨[0.5000% ]样本[6.2147483647]
The Rain effect lets you, well, rain on your wall (in the V direction for 2D textures; in the Y direction for 3D shaders). This looks best when applied in conjunction Texture at a high contrast setting.
雨的效果让你,好吧,雨在你的墙上(在2D 纹理的 v 方向; 在3D 着色器的 y 方向)。这看起来最好的时候应用结合纹理在一个高对比度设置。
A Rain value of 0% will result in a dry day. Higher values will wet the wall correspondingly, i.e., it will be blurred vertically and will bleach. Samples on the other hand will render softer the higher the values defined. Lesser Sample values can also produce nice results. The wall will not necessarily look washed out wall but it will look like the dirt has been spread more across the surface – but still sharp and structured.
0% 的降雨量将导致一个干燥的日子。较高的数值会相应地弄湿墙壁,也就是说,墙壁会垂直变得模糊不清,而且会漂白。另一方面,样品将使软的更高的定义值。较少的样本值也可以产生很好的结果。这面墙不一定看起来像被冲刷掉的墙,但它看起来像泥土已经在表面上更多地散布——但仍然尖锐和结构化。
模糊颜色纹理
If a texture is loaded into Color Texture that appears at the location defined by Texture, the color texture itself can also be washed out (not only its edges).
如果一个纹理被加载到出现在纹理定义的位置的颜色纹理,颜色纹理本身也可以被清洗掉(不仅仅是它的边缘)。