Hatch Shader 舱口着色器Basic 基础Shader 着色器Color 颜色Illumination 照明

Illumination

照明

The Illumination tab controls how the illumination affects the rendering of the strokes.

“照明”选项卡控制照明如何影响笔画的渲染。

From left to right: Large threshold; small threshold; incl. several shading layers. 从左到右: 大阈值; 小阈值; 包括几个阴影层

Show Dark Strokes
Show Light Strokes

显示深色的笔画显示浅色的笔画

Enable these options to switch on dark stokes and light strokes.

启用这些选项,以开关黑暗的斯托克斯和光线笔画。

Shade Levels[1..20]

遮荫程度[1. . 20]

In general, the higher you set this value, the more strokes you get in dark areas and the less faded the hatching looks. It works by overlaying layers of strokes (the Shade Levels value defines the number of layers), where each layer is more and more affected by the illumination.

一般来说,你设置的这个值越高,你在黑暗区域得到的笔画越多,阴影线看起来就越淡。它的工作原理是叠加层的笔画(阴影水平值定义了层的数量) ,其中每一层越来越受到光照的影响。

Threshold[0..100%]

临界值[0. . 100% ]

The Threshold controls how quickly the strokes fade out. See the examples above.

阈值控制笔画淡出的速度。参见上面的例子。

Shadows

阴影

Enable the Shadows option to take shadows into account. The Shadow gradient affects the brightness of shadows, from areas of full shadow (left end of gradient) to areas of no shadow (right end of gradient).

启用阴影选项将阴影纳入考虑。阴影梯度影响阴影的亮度,从全阴影区域(梯度左端)到无阴影区域(梯度右端)。

Diffuse

漫反射

If Lights is enabled, the Diffuse gradient controls the brightness value of the hatches, from areas in total darkness (left end of gradient) to areas which are fully lit (right end of gradient).

如果灯光启用,漫反射梯度控制舱口的亮度值,从完全黑暗的区域(梯度的左端)到完全亮着的区域(梯度的右端)。

Specular

镜面的

If you want the lights to generate specular highlights, enable this option. The Specular gradient controls the color, width, height and falloff of the highlights, from areas of no specular (left end of gradient) to areas of full specular (right end of gradient).

如果您希望灯光生成高光,请启用此选项。镜面渐变控制高光的颜色、宽度、高度和落差,从没有镜面的区域(梯度的左端)到完全镜面的区域(梯度的右端)。

Illumination

照明

Use Bump

使用 Bump

To apply a bump map to the shader, enable this option and define the bump mapping on the material’s Bump tab as you would for a normal material.

要将凹凸贴图应用到着色器,启用此选项并在材质的凹凸贴图标签上定义凹凸贴图,就像对待普通材质一样。

Camera

相机

Enable the Camera option to use the camera as a light source.

启用 Camera 选项,使用相机作为光源。

Specular

镜面的

Shadow

阴影

Modifies Contrast

修改对比度

This makes the Hatch shader work in a similar way to the Spots shader. The strokes will have their contrast adjusted to give the impression of larger or smaller strokes depending on the brightness of the illumination.

这使得哈奇着色器的工作方式类似于斑点着色器。笔画的对比度将根据照明的亮度进行调整,以给人留下较大或较小笔画的印象。

Lights
Illumination
Use Lights
Lights

灯光使用灯光

To use the lights in the scene as light sources, enable the Lights option. To use the illumination of each light (not just its direction), enable the Illumination option — the Illumination gradient remaps the illumination from no illumination (left end of gradient) to full illumination (right end of gradient).

要使用场景中的灯光作为光源,请启用“灯光”选项。为了使用每个灯光的照明(不仅仅是它的方向) ,启用照明选项ー照明梯度将照明从没有照明(左端的梯度)重新映射到完全照明(右端的梯度)。

By default, all lights in the scene will be used as light sources when Lights is enabled. To include or exclude specific lights, set Use Lights to Include or Exclude and Drag & drop the lights into the Lights box.

默认情况下,场景中的所有灯光在灯光启用时都将用作光源。若要包含或排除特定的灯光,请将“使用灯光”设置为“包含”或“排除” ,并将灯光拖放到“灯光”框中。