Mabel Shader 梅布尔着色器Basic 基础VeiningDiffuse A 漫反射 aSpecular 1 A 镜面1 aSpecular 2 A 镜面2 aSpecular 3 A 镜面3 aReflection A 反射 aEnvironment A 环境 aAmbient A 环境 aRoughness A 粗糙度 aAnisotropy A 各向异性 aDiffuse B 扩散 bSpecular 1 B 镜面1 bSpecular 2 B 镜面2 bSpecular 3 B 镜面3 bReflection B 反射 bEnvironment B 环境 bAmbient B 环境 bRoughness B 粗糙度 bAnisotropy B 各向异性 bIllumination 照明Assign 分配

Ambient A

环境 a

Color

颜色

Defines the base ambient color used to attenuate (multiply by) the scene ambient color provided by Cinema 4D. You must have an Environment object active in your scene for this to effect your surface at all.

定义用于衰减(乘以)C4D 提供的场景环境颜色的基本环境颜色。你必须有一个环境对象活跃在你的场景,这影响你的表面在所有。

Intensity[0..1000%]

强度[0. . 1000% ]

Scales the Color before it is mixed with the Edge Intensity result to create the final ambient color sample that will be used to attenuate the ambient sample taken by Cinema 4D internally. Appropriate values are 0% - 100%.

缩放颜色之前,它是混合的边缘强度结果,以创建最终的环境颜色样本,将用于衰减C4D 内部采取的环境样本。适当的数值为0%-100% 。

Edge Intensity[0..1000%]

边缘强度[0. . 1000% ]

Mixes with Intensity to scale the Color to create the final ambient color sample that will be used to attenuate the ambient sample taken by Cinema 4D internally. Appropriate values are 0% - 100%.

与强度混合,以规模的颜色,以创建最终的环境颜色样本,将用于衰减C4D 内部采取的环境样本。适当的数值为0%-100% 。

Falloff[0..+∞%]

衰退[0. . + ∞% ]

Mixes Intensity and Edge Intensity to attenuate the Color. Smaller values provide for more Intensity while larger values provide more Edge Intensity. The appropriate range is 0% - 500%.

混合强度和边缘强度衰减的颜色。较小的值提供更多的强度,而较大的值提供更多的边缘强度。适当的范围是0%-500% 。