Shader Properties
The properties outlined in the image above should already be familiar to you, as they have all been previously described. The functionality is also the same as previously described.
上面图片中所描述的属性应该已经为您所熟悉,因为它们都已经在前面描述过了。功能也与前面描述的相同。
The following three properties / settings are new: Alpha Depth, Shadow Transparency and From Hair materials. The effect of Alpha Depth and Shadow Transparency will only be visible if the shader itself has been loaded into a Cinema 4D alpha channel. This will also allow you to render an alpha channel for the Polygon Hair.
下面的三个属性/设置是新的: Alpha 深度,阴影透明度和来自毛发材质。阿尔法深度和阴影透明度的效果将只有当着色器本身已经加载到一个C4D 阿尔法通道可见。这也允许你渲染多边形毛发的 alpha 通道。
颜色
This gradient defines the color of the hair along the entire length of the hair. The left end of the gradient represents the hair root, the right the tip.
这个渐变定义了沿着整个毛发长度的毛发颜色。渐变的左端代表发根,右端代表尖端。
漫反射[0. . 10000% ]
The effect of this setting remains very understated and can best be seen when the hair tangents run in the direction of the line of sight, e.g., when looking at a parting in hair from the top. Diffuse hair shading does not function like Phong shading in that it utilizes surface Normals - diffuse shading of hair utilizes the hair tangents. If you look at a parting from the top, the hair tangents basically run towards you; this means the maximum amount of darkening at the base of the parting will be visible to you (this is the result of Diffuse shading of hair when a diffuse value greater than 0 is used). Use the Diffuse setting to adjust this effect.
这种设置的效果仍然非常低调,当毛发的切线沿着视线方向运行时,比如,当你看到毛发从顶部分开时,这种效果最能体现出来。漫反射阴影的功能不像 Phong 阴影,因为它利用了表面法线-漫反射阴影的毛发利用了毛发的切线。如果你从顶部看一个分别,毛发的切线基本上是朝向你的; 这意味着你可以看到分别基部的最大黑暗量(这是漫反射阴影的结果,当漫反射值大于0时使用)。使用漫反射设置来调整这个效果。
纹理
Load the texture here that you want projected onto each individual hair. You can find more details regarding this here.
在这里加载你想要投影到每个毛发上的纹理。你可以在这里找到更多的细节。
Primary
Specular
主镜面
镜面[0. . 10000% ]
Use this slider to adjust the strength, and therewith brightness, of the specular highlight. The lower the value, the more dull the hair will appear.
使用这个滑块可以调整镜面高光的强度和亮度。数值越低,毛发就越暗淡。
清晰度[0. . + ∞]
The Sharpness slider controls the spread of the specular highlight. Tip: You can enter a value greater than 100% for most Specular settings. Setting Strength and Sharpness to greater than 100% can be especially helpful in achieving really snappy specular highlights.
清晰度滑块控制镜面高光的传播。提示: 您可以为大多数高光设置输入大于100% 的值。设置强度和锐度大于100% 可以特别有助于实现真正快速高光。
You can also get sharper specular highlights by deactivating Vertex Sampling in the Render Settings menu (Hair Render / Render Tab). This will, though, result in longer render times.
你也可以通过在渲染设置菜单(毛发渲染/渲染选项卡)中关闭顶点采样来获得更清晰的高光。然而,这将导致更长的渲染时间。
纹理
Here you can load a texture or shader to that will define the specular color along the length of the hair.
这里你可以加载一个纹理或着色器来定义沿着毛发长度的高光颜色。
A good gradient to use is the 2D-V type – this gradient will run over the entire length of the hair.
一个好的渐变使用是2D-V 类型-这个渐变将运行在整个长度的毛发。
Secondary
中学
Strength[0..10000%]
Sharpness[0..+∞]
Texture
强度[0. . 10000% ]锐度[0. . + ∞]纹理
These are the settings for the secondary specular highlight. These settings behave just like the ones just described for the primary specular highlight.
这些是二级镜面高光的设置。这些设置的工作方式就像刚才描述的主要镜面高光。
Illumination
照明
Roughness[0..100%]
Variation[0..100%]
粗糙度[0. . 100% ]变异[0. . 100% ]
Roughness has its strongest effect on specular highlights and reflections. The higher the Roughness setting, the more the light will be distributed amongst the hair and the more dull the hair will appear.
粗糙度对高光和反射有最强的影响。粗糙度设置越高,光线分布越多,毛发就会显得越暗淡。
Use the Variation setting to randomly vary the amount of roughness within the Roughness channel.
使用变化设置随机变化的数额的粗糙度通道。
Reflectiveness[0..100%]
Translucence[0..100%]
反射性[0. . 100% ]半透明[0. . 100% ]
Although these are two separate settings, they actually belong together: Reflectiveness defines the intensity with which the hair is lit from the front; Translucence defines the intensity with which the hair is lit from behind, whereby you can determine how much light should pass through the hair from behind.
虽然这是两个独立的设置,它们实际上是属于一起的: 反射性定义了从前面照亮毛发的强度; 半透明定义了从后面照亮毛发的强度,通过这个你可以确定多少光线应该从后面透过毛发。
Each slider is basically a brightness regulator for its corresponding effect.
每个滑块基本上都是一个亮度调节器,以达到相应的效果。
If Translucent is set to 0, the hair will appear very dark if lit only from behind.
如果半透明设置为0,只从后面照亮毛发会显得非常黑暗。
阴影[0. . 100% ]
Use this setting to define the degree of shadowing of the polygon hair.
使用此设置来定义多边形毛发的阴影程度。
α 深度[1. . 2147483647]
Alpha Depth partially simulates Polygon Hair transparency by varying the alpha values within the hair. If, for example, you enter a value of 3, the hair will be divided into thirds. Each third will have a different alpha value applied to it. Hence, a value of 4 will result in four equal parts, each with a different alpha value, and so on.
阿尔法深度部分模拟多边形毛发透明度通过改变毛发内的阿尔法值。例如,如果你输入一个值3,毛发就会被分成三分之一。每三分之一将有一个不同的 alpha 值应用到它。因此,值4将导致四个相等的部分,每个部分具有不同的 alpha 值,依此类推。
阴影透明度[0. . 100% ]
Use this slider to define the shadow strength of the more-or-less transparent Polygon Hair. The greater the value, the more transparent the hair will be.
使用这个滑块来定义多少透明多边形毛发的阴影强度。值越大,毛发就越透明。
来自毛发材质
If you should want to render Polygon Hair that should only be made polygonal during rendering (i.e. you don’t want to convert them with the c-key), you can apply the Hair shader to the Hair object. All relevant (real) Hair material properties will be assumed by the shader. Deactivate this option if you want to make additional changes.
如果你想渲染多边形毛发,在渲染过程中应该只做成多边形(也就是说你不想用 c 键转换它们) ,你可以将毛发着色器应用到毛发对象上。所有相关的(真正的)毛发材质属性将被假定着色器。如果要进行其他更改,请停用此选项。