Camera Shader 相机着色器Basic 基础Shader 着色器

Shader Properties

Camera

相机

Drag the camera whose view the Camera Shader should assume here.

拖动相机的视图相机着色器应该承担在这里。

Horizontal Scale[1..2147483647]
Vertical Scale[1..2147483647]

横向比例[1.2147483647]纵向比例[1.2147483647]

If, for example, you would project a wide-angle camera onto a narrow plane the texture would appear skewed. This shader’s settings can be used to deskew the texture. What this shader principally used for is to skew or deskew a projected camera image.

例如,如果你将一个广角相机投射到一个狭窄的平面上,纹理就会显得倾斜。这个着色器的设置可以用来设置纹理。这个着色器的主要用途是使投影相机图像倾斜或不倾斜。

By default, Cinema 4D uses an aspect ratio of 1.333 (width to height). If your projection surface has a different aspect ratio it must be adjusted accordingly.

默认情况下,Cinema 4D 使用1.333的高宽比(宽高比)。如果你的投影面有一个不同的长宽比,它必须相应地调整。

Use the following calculation to get a projection that is not skewed:

使用下面的计算得到一个不倾斜的投影:

Determine the aspect ration (width:height), divide this value by 1.333 and multiply the result by 100. Enter the result in the Horizontal Scale field (assuming both values were previously set to 100).

确定方位比例(宽度: 高度) ,将此值除以1.333,然后将结果乘以100。在“水平缩放”字段中输入结果(假设两个值以前都设置为100)。

Include Foreground
Include Background

包括前言和背景

These settings define whether or not the Camera Shader will include (i.e. display) the Foreground Object and Background Object when rendering.

这些设置定义了渲染时相机着色器是否包括(即显示)前景对象和背景对象。