Noise Shader 噪声着色器Basic 基础Shader 着色器

Shader Properties

Color 1
Color 2

1Color 2

The colors in the noise will be interpolated between the two colors that you specify here.

噪声中的颜色将在您在此指定的两种颜色之间插值。

Seed[-2147483648..2147483647]

种子[-2147483648. . 2147483647]

The Seed value creates a unique random Noise pattern. This makes it possible to mix the same Noise types without creating similar Noise patterns (s.a. Startwerte).

Seed 值创建一个独特的随机噪声模式。这使得有可能混合相同的噪音类型而不创造类似的噪音模式(s. Startwerte)。

Noise

噪音

You can choose from 32 types of noise. You will find an example for each type of noise later in this chapter.

你可以从32种噪音中选择。你将在本章后面找到每种噪音的例子。

You can select one of the 32 available Noise types. All Noise types can be seen here.

你可以从32种可用的噪音类型中选择一种。所有的噪音类型都可以在这里看到。

A button is located at the right of the Noise type selection menu with which you can call up a Noise preview window. 一个按钮位于噪声类型选择菜单的右侧,您可以通过它调用噪声预览窗口 Tip: 提示:
For those of you who are fans of the previous 对于你们中那些喜欢前一部电影的人Random Noise 随机噪音 functionality: It can be recreated by selecting the 功能: 可以通过选择Mod Noise 模拟噪音 mode and entering a low 进入低谷Global Scale 全球规模 value. The 价值Seed 种子 value can also be animated. 值也可以是动画的

Octaves[0..20]

八度音[0. . 20]

Octaves of detail in the noise.

噪音中细节的八度音阶。

Space

太空

What space to calculate the noise in.

用什么空间来计算噪音。

UV (2D)

紫外线(2D)

The noise is projected in 2D.

噪音是以二维投影的。

Texture

纹理

The noise is calculated in object space and remains the same regardless of object position or orientation and takes into account the projection modifications of the Material tag.

噪声是在物体空间中计算出来的,不管物体的位置或方向如何,噪声都是一样的,并且考虑到了 Material 标签的投影修改。

Object

对象

The noise is calculated in object space and remains the same regardless of object position or orientation, but does not use the attributes of the Material tag.

噪声是在物体空间中计算出来的,不管物体的位置或方向如何,噪声都是一样的,但是它不使用 Material 标签的属性。

World

世界

The noise is calculated in world coordinates and is not affected by the object’s orientation or position. This allows the object being shaded to move through the noise.

噪声是按世界坐标计算的,不受物体方向或位置的影响。这允许被阴影的物体在噪声中移动。

Camera

相机

The noise is calculated in the space of the camera and will stay oriented relative to the camera. The object can move through the noise and camera moves will also affect the noise.

噪声是在相机的空间计算出来的,并将保持相对于相机的方向。物体可以通过噪声和摄像机移动也会影响噪声。

Screen

屏幕

The noise is calculated in the space of the screen including Z depth. The object can move through the noise and camera moves will also affect the noise.

噪声是在屏幕空间计算的,包括 z 深度。物体可以通过噪声和摄像机移动也会影响噪声。

Raster

光栅

The noise is calculated in the space screen pixels and has no depth information so no matter how far the object moves away, the texture is calculated the same. The object can move through the noise and camera moves will also affect the noise.

噪声是在空间屏幕像素计算,没有深度信息,所以不管物体移动多远,纹理计算相同。物体可以通过噪声和摄像机移动也会影响噪声。

Global Scale[0..+∞%]
Relative Scale[%]

全局尺度[0. . + ∞% ]相对尺度[% ]

These parameters enable you to scale the noise in all possible directions. Global Scale does a uniform scale in the UVW directions, while Relative Scale allows you to scale the U, V and W individually.

这些参数使您能够在所有可能的方向上缩放噪声。全球尺度在 UVW 方向上做一个统一的尺度,而相对尺度允许你单独的 u,v 和 w 的尺度。

Animation Speed[0..+∞]

动画速度[0. . + ∞]

Rate at which the noise animates, in cycles per second.

噪声以每秒周期为单位产生的速率。

Loop Period[0..+∞]

循环周期[0. . + ∞]

This setting is available for almost all types of noise, with the exception of Electric, Gaseous, Random and Wavy Turbulence, and will loop the noise in accordance with the time in seconds defined (Animation Speed) must not be set to 0). A value of 0 will turn this effect off. Note that, internally, the animation speed can then be adjusted accordingly and therefore change.

这个设置适用于几乎所有类型的噪音,除了电气噪音、气体噪音、随机噪音和波浪噪音,它会根据定义的时间循环噪音(动画速度)不能设置为0。值为0将关闭此效果。请注意,在内部,动画速度可以相应地调整,从而改变。

Detail Attenuation[0..+∞%]

详细衰减[0. . + ∞% ]

Used for antialiasing. In most cases, it should be left at 100%. However, if you are animating and getting texture flicker, then try setting this higher. Set it lower for crisp stills.

用于抗锯齿。在大多数情况下,它应该保持在100% 。但是,如果您正在动画和纹理闪烁,然后尝试设置更高。把它放低一点,做成清脆的蒸馏器。

Delta[-∞..+∞%]

Delta [-∞ . . + ∞% ]

Delta is a scaling factor to use in sampling the noise for evaluating the slope that is to be used in the bump channel. This allows you to get very sharp bump with minute detail.

增量是一个比例因子,用于采样噪声,以评估斜坡是用于凹凸通道。这可以让你得到非常尖锐的撞击与分钟的细节。

Movement[XYZ m]
Speed[-∞..+∞%]

移动[ XYZ m ]速度[-∞ . . + ∞% ]

Movement is a directional vector that defines the direction in which the noise should move. Speed defines the velocity with which it moves. Note that the speed is also dependent on the Space setting because the coodinate systems defined there differ greatly (which also has a major effect on the Noise size)

移动是一个方向矢量,它定义了噪声应该移动的方向。速度决定了它移动的速度。注意,速度也依赖于空间设置,因为定义在那里的协调系统有很大的不同(这也对噪音大小有很大的影响)

Absolute

绝对

On makes the value of the noise absolute, causing it to fold about its midpoint.

对使噪声值绝对,导致它折叠约其中点。

Cycles[0..+∞]

循环[0. . + ∞]

Number of cycles the noise makes, between 0 and 10000000.

噪音发出的周期数,在0到10000000之间。

Low Clip[0..100%]
High Clip[0..100%]

低剪辑[0. . 100% ]高剪辑[0. . 100% ]

Low Clip controls the bottom clipping value of the noise; values less than Low Clip will be clipped to zero. High Clip controls the top clipping value; values greater than High Clip will be clipped to 100%.

低剪辑控制噪声的底部剪辑值; 小于低剪辑的值将被剪辑为零。高剪辑控制顶部剪辑值; 大于高剪辑的值将被剪辑到100% 。

Brightness[-100..100%]

亮度[-100. . 100% ]

Brightness controls the overall brightness or value of the noise. Values greater than zero increase brightness and values less than zero decrease brightness.

亮度控制噪声的整体亮度或值。大于零的值增加亮度,小于零的值减少亮度。

Contrast[-100..100%]

对比度[-100. . 100% ]

Contrast controls the overall contrast or range of the noise. Values greater than zero increase the contrast of the noise and values less than zero decrease the contrast.

对比度控制噪声的整体对比度或范围。大于零的值会增加噪声的对比度,小于零的值会降低对比度。

Use as Environment

作为环境使用

Causes the noise to be calculated as if it were an environment around the object being reflected.

导致噪声被计算,仿佛它是被反射的物体周围的环境。

Project Environment

工程项目环境

Causes the 3D Noise environment to be calculated based on a UV environment projection.

根据紫外线环境投影计算三维噪声环境。

Compatibility

兼容性

This option ensures that you get nearly the same result when rendering old SLA scenes.

这个选项可以确保在呈现旧的 SLA 场景时得到几乎相同的结果。