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

Roughness B

粗糙度 b

Used to add bump or grit to the material. Some of these settings are not available for the Banji shader, because Banji has a channel to create wood structures.

用于在材质中添加凸起或粗砂。其中一些设置是不可用的班吉着色器,因为班吉有一个渠道,以创建木材结构。

Seed[-2147483648..2147483647]

种子[-2147483648. . 2147483647]

This value influences the noise dispersion for Noise Shaders. Different Start Values will result in different noise dispersions.

这个值影响噪声色散。不同的起始值会导致不同的噪声色散。

Function

功能

The noise function utilized to calculate the bump and the grit. You can review the noise types very easily in the Noise channel shader to get a feel for what they are. Experimentation is very necessary.

利用噪声函数计算凸点和砂砾。你可以在噪声通道着色器中非常容易地检查噪声类型,以获得它们是什么的感觉。实验是非常必要的。

Amplitude[-1000..1000%]

幅度[-1000. . 1000% ]

Scales the amplitude of the bump algorithm. The appropriate range is 0.0001% to 1,000%.

缩放凹凸算法的振幅。适当的范围是0.0001% 到1000% 。

Octaves[0..20]

八度音[0. . 20]

Defines the number of octaves utilized by the noise function defined within the Function drop-down list. This field will only be active if the noise function being used utilizes more octaves than one.

定义在“函数”下拉列表中定义的噪声函数所使用的倍频程数。这个字段只有在噪音函数使用多于一个八度的情况下才会被激活。

Scale[0..+∞%]

比例[0. . + ∞% ]

Scales the surface point used in the noise evaluation.

在噪声评价中使用表面点的比例尺。

Attenuation[0..1000%]

衰减[0. . 1000% ]

Defines how much the noise algorithm will reduce the detail of the noise when the surface is far away or facing away from the camera. Appropriate values are 0% for stills and 100% to 1,000% for animation (it is primarily used to reduce flicker in animations).

定义多少噪声算法将减少细节的噪声时,表面是远离或面向远离相机。适当的值为静态的0% ,动画的100% 到1,000% (主要用于减少动画中的闪烁)。

Delta[0..+∞%]

增量[0. . + ∞% ]

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

增量是一个比例因子,用于采样纹理来评价斜坡,用于评价凹凸。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静态撞击三角洲。

Hard Bump

硬碰硬

Uses an implicit algorithm to calculate the bump, producing more realistic dented surfaces. Often used when creating steel doors with anisotropic highlights to create large dents.

使用隐式算法来计算凹凸,生成更真实的凹陷表面。经常使用时,创建钢门与各向异性突出创造大凹痕。

Absolute

绝对

Whether or not to fold the noise about its mid level by taking the absolute value of it.

是否用它的绝对值来折叠中间层的噪声。

Bump Clipping

撞击剪切

The noise is calculated in a range of 0% - 100%. These values clip that range to provide for bumps with plateaus (like certain stuccos).

噪声的计算范围为0%-100% 。这些值修剪范围,以提供颠簸与高原(如某些灰泥)。

Low Clip[0..100%]

低剪辑[0. . 100% ]

Low Clip defines the low boundary for the clip (no bump under this value).

低剪辑定义剪辑的低边界(此值下没有凹凸)。

High Clip[0..100%]

高剪辑[0. . 100% ]

High Clip defines the high boundary for the clip (no bump over this value).

高剪辑定义剪辑的高边界(没有超过此值的凹凸)。

Grit Color

粗砂颜色

These controls set the color used as a base to attenuate (multiply by) the specular, diffuse, reflection, environment and ambient results. Negative values invert the grit application. The appropriate range is -200% - 200%.

这些控制设置颜色用作基地衰减(乘以)镜面,漫反射,反射,环境和环境结果。负值将砂砾应用程序颠倒过来。适当的范围是 -200%-200% 。

Grit Intensity[-200..200%]

毅力[-200. . 200% ]

Use this setting to define the visibility of bumpy areas.

使用此设置定义颠簸区域的可见性。

Grit Low Clip[0..100%]

粗砂[0. . 100% ]

Low Clip defines the low boundary for the clip (no bump under this value).

低剪辑定义剪辑的低边界(此值下没有凹凸)。

Grit High Clip[0..100%]

粗砂夹[0. . 100% ]

Color will be set to 1 if clipping is greater than or even to this value.

如果剪裁大于或者甚至大于这个值,颜色将被设置为1。