Shader Properties
纹理
Load the shader or image (note that the image must not be set to None in its Inerpolation setting) that you want to use to generate the Normal texture into this field. This can be a normal color texture (does not have to be a Bump texture). Edges will be ascertained from the image’s contrasts from which gradients will be generated using various filters. The renderer uses the information from the gradients to determine the direction of the Normals (using the TangentMethod).
加载要用来生成正常纹理的着色器或图像(请注意图像在其惯性设置中不能设置为 None)。这可以是一个正常的颜色纹理(不一定是凹凸纹理)。边缘将确定从图像的对比,其中梯度将生成使用各种过滤器。呈现程序使用来自梯度的信息来确定法线的方向(使用切线方法)。
强度[0. . + ∞% ]
Use this value to define the overall strength of the shader (this can also be done using the Normal shader’s Strength setting in its main menu).
使用这个值来定义着色器的整体强度(这也可以在主菜单中使用普通着色器的强度设置来完成)。
过滤器
Here you can select a method of calculation for the Normal texture. Condensed is designed for use with very fine structures; Sobel are designed for use with , rougher’ structures and are better suited for use on more expansive surfaces (pipes, large bumps as shown above, etc.) on which finer details can be lost. This can be compared to applying a thick coat of paint to a given surface.
在这里,您可以选择正常纹理的计算方法。浓缩设计用于非常精细的结构使用; Sobel 设计用于粗糙的结构,更适合于使用在更具膨胀性的表面(管道,大的凸起,如上所示,等等) ,其中更精细的细节可能会丢失。这可以比作在给定的表面上涂一层厚厚的油漆。
Condensed calculates faster than the Sobel modes.
压缩计算比 Sobel 模式更快。
Enable this option to invert the simulated bumpy surface. Protruding regions will be depressed and vice-versa. From a technical point of view the red and green channels of the resulting Normal texture will be inverted.
启用此选项以反转模拟的颠簸表面。突出的区域会变得凹陷,反之亦然。从技术的角度来看,红色和绿色通道产生的正常纹理将被倒置。
增量[0. . + ∞% ]
This setting can be described as a type of effect amplifier. It disperses the effect across the object surface and in doing so blurs the effect (details will be lost in the process).
这种设置可以描述为一种效果放大器。它在物体表面分散效果,这样就模糊了效果(细节将在过程中丢失)。
钳形紫外线
It can sometimes occur that shader effects (due to the effects of interpolation) extend slightly beyond the UV edges (to be exact: On the Layer on which the effect on the right edge extends to the left edge). Enable this option to prevent this from happening.
它有时会发生着色器效果(由于插值效果)略微超出紫外线边缘(确切地说: 在图层上的效果在右边缘延伸到左边缘)。启用此选项可防止此情况发生。