Distortion Shader 畸变着色器Basic 基础Shader 着色器

Shader Properties

Type

类型

This is the distortion algorithm to be used.

这是要使用的失真算法。

Directional

定向的

The value of the distortion channel is added to the sample coordinate of the texture.

将失真通道的值加入到纹理的采样坐标中。

Bidirectional

双向

The value of the distortion channel is added to the sample coordinate of the texture if the value is between 50-100% and is subtracted if the value is between 0-50%.

如果失真通道的值在50-100% 之间,则将该值加到纹理的采样坐标上,如果该值在0-50% 之间,则减去该值。

Flow Field

流场

The distortion value is determined by evaluating the flow direction of the distortion texture and then the flow direction vector is used to offset the sample coordinate of the texture.

通过计算变形纹理的流动方向确定变形值,然后利用流动方向矢量偏移纹理的采样坐标。

Wrap

包装

The Wrap function controls what happens to parts of the texture that have been distorted and now lie outside the UV map. These can be ignored (None), repeated (Cycle), cut off (Clamp) or mirrored (Seamless).

自动包装功能控制那些被扭曲的纹理,现在位于紫外贴图之外的部分的变化。这些可以忽略(无) ,重复(周期) ,切断(钳位)或镜像(无缝)。

Amount[-∞..+∞%]

Amount [-∞ . . + ∞% ]

Global distortion amount. 100% means distortion values from 0 to 1 in UV and 0 to 10 in 3D.

全局畸变量。100% 意味着畸变值从0到1在紫外线和0到10在3D。

X[-∞..+∞%]
Y[-∞..+∞%]
Z[-∞..+∞%]

X [-∞ . . + ∞% ] y [-∞ . + ∞% ] z [-∞ . . + ∞% ]

X is the distortion amount in U for 2D and X for 3D. Y is the distortion amount in V for 2D and Y for 3D. Z is the distortion amount in Z for 3D.

X 是2D 中 u 的失真量,x 是3D 中的失真量。Y 是2D 的 v 变形量,3D 的 y 变形量。Z 是3D 中 z 的失真量。

Delta[0..+∞%]

增量[0. . + ∞% ]

Delta is a scaling factor to use in sampling the texture for evaluating slope to be used in the bump channel. This allows you to get very sharp bump with minute detail that is not possible with the standard bump delta.

增量是一个比例因子,用于采样纹理,以评估斜坡将使用的凹凸通道。这允许你得到非常尖锐的撞击与分钟的细节是不可能的标准撞击三角洲。

Step[0..1000%]

步骤[0. . 1000% ]

Relative step size to be used in evaluating the flow direction in Flow Field distortion type.

计算流场畸变型流动方向的相对步长。

Texture

纹理

This is the source image or shader to distort with the Distorter texture. You can bring in and affect any image or channel shader available to Cinema 4D.

这是源图像或着色器用扭曲纹理进行扭曲。你可以引入和影响任何图像或通道着色器可用于C4D。

Distorter

畸变者

The distorter texture is used to distort the texture defined by Texture (see above). The value of the distorter image or shader is used in the distortion algorithm to offset the sampling of the texture.

畸变纹理被用来扭曲纹理定义的纹理(见上文)。畸变算法使用畸变图像或着色器的值来抵消纹理的采样。