Anisotropy B
各向异性 b
An anisotropic effect is the mirroring of a surface, caused by small, inconspicuous scratches. You have probably seen this effect often on metal surfaces that are somewhat older in the form of concentric scratches on the surface (see also this example Danel Shader image).
各向异性效果是一个表面的反映,由小的,不明显的划痕造成。你可能经常在金属表面看到这种效果,这些金属表面有一些同心的划痕(也看到这个例子 Danel 着色器图像)。
These effects can be created using the settings described in this segment.
这些效果可以使用此段中描述的设置创建。
投影
The type of projection is used to define the anamorphic (disproportional) scaling of the specular highlights. It can also define the scratch direction to be used with the reflection and environment convolution groups. The projections are transformed by the Material tag used to apply them to an object.
投影类型用于定义镜面高光的变形(非比例)缩放。它还可以定义与反射和环境体积积组一起使用的划痕方向。这些投影通过材质标签进行转换,用于将它们应用到一个物体上。
平面
A flat XY planar projection.
平面 XY 投影。
自动平面
Automatically projects on a plane parallel to the current normal.
自动投影在与当前法线平行的平面上。
收缩包装
A spherical projection for scaling direction, but uses a separate algorithm for projecting the scratches.
一个球面投影用于缩放方向,但使用一个单独的算法投影划痕。
径向自动平面
Automatically projects on a plane parallel to the current normal.
自动投影在与当前法线平行的平面上。
径向图自动平面
Creates a multi-origin radial scratch pattern that is parallel to the current normal.
创建一个多源径向划痕模式是平行于当前正常。
径向平面
Creates a radial scratch pattern originating at the center of a plane parallel to the current normal.
创建起源于平行于当前法线的平面中心的径向划痕图案。
放射状图案平面
Creates a multi-origin radial scratch pattern that is parallel to the current normal.
创建一个多源径向划痕模式是平行于当前正常。
推算比例[0. . 1000% ]
Scales the scratch algorithms that have an actual pattern (Radial Pattern is the only current algorithm of this type to which scale applies).
缩放具有实际模式的划痕算法(径向模式是目前唯一适用于缩放的此类算法)。
粗糙度 x [0. . + ∞% ]
Scale the highlights in the X direction defined by the Scratch Projection algorithm. The appropriate range is 0.1% to 10,000%. If the X & Y roughness are the same, the standard internal specular algorithm is used.
缩放由 Scratch Projection 算法定义的 x 方向上的高光。适当的范围是0.1% 至10,000% 。如果 x 和 y 的粗糙度相同,则使用标准的内镜算法。
粗糙度 y [0. . + ∞% ]
Scale the highlights in the Y direction defined by the Scratch Projection algorithm. The appropriate range is 0.1% to 10,000%. If the X & Y roughness are the same, the standard internal specular algorithm is used.
按抓取投影算法定义的 y 方向缩放高光。适当的范围是0.1% 至10,000% 。如果 x 和 y 的粗糙度相同,则使用标准的内镜算法。
幅度[0. . 100% ]
Scales the effect of the scratch of the specular highlights. The higher the value, the more scratched the speculars will look. The appropriate range is 0% - 100%.
缩放镜面高光部分划痕的效果。值越高,投资者看到的投机行为就越多。适当的范围是0%-100% 。
比例[0. . + ∞% ]
Scales the scratch pattern itself. This applies to all scratch algorithms.
缩放划痕模式本身。这适用于所有划痕算法。
长度[0. . + ∞% ]
Defines the scratch length in the space of the scratch pattern. Smoother milled surfaces would use a higher scratch length and rougher surfaces would use smaller values. The appropriate range is 1% - 1,000%.
定义划痕模式空间中的划痕长度。光滑表面将使用更高的划痕长度和粗糙的表面将使用更小的价值。适当的范围是1%-1,000% 。
衰减[0. . + ∞% ]
Scales the amount of detail of the scratches based upon the samples, angle to the camera and the distance from the camera. The larger the values, the greater the attenuation, causing less scratching (better for animation); the smaller the value, the greater the detail (better for still images). The appropriate range is 0% - 1000%.
根据样品、相机的角度以及与相机的距离来衡量划痕的细节。值越大,衰减越大,导致擦伤越小(对动画效果更好) ; 值越小,细节越大(对静态图像效果更好)。适当的范围是0%-1000% 。
Specular 1
Specular 2
Specular 3
镜面1镜面2镜面3
These check boxes specify which specular channels will be affected by the anisotropic scratches (i.e., the scratch texture; see also the description of the same name above).
这些复选框指定哪些镜面通道将受到各向异性划痕(即划痕纹理; 请参阅上面同名的描述)的影响。