Shader Properties
对象
Drag the names of the object or objects that will be used to calculate Proximal from the Object Manager into this box. In the case of particles, drag the Emitter
将用于计算从对象管理器到此框的邻近值的一个或多个对象的名称拖动到此框中。在粒子的情况下,拖动发射器
排除父母
If Include Child objects is enabled and Exclude Parent is checked then the parent object is disregarded in the Proximal calculations.
如果启用了 Include Child 对象并选中 Exclude Parent,则在邻近点计算中将忽略父对象。
包含子对象
If enabled, the children of the found object will be included in the proximal calculations.
如果启用,将在近端计算中包含所找到对象的子对象。
使用顶点
Allows the user to specify that the sampling points for the Proximal shader to use are defined by the vertices of the named polygon object. This allows for effects such as one object passing through another object. The object must be a polygon object.
允许用户指定使用的邻近着色器的采样点由命名的多边形对象的顶点定义。这允许诸如一个对象穿过另一个对象之类的效果。该对象必须是一个多边形对象。
使用边缘
Enable this option to include edges for luminance effects.
启用此选项以包括亮度效果的边缘。
多边形半径
Similar to Use Vertices except it uses the center of each polygon and makes the maximum distance (End Distance at 100%) the radius of the polygon. This helps with the problem of vertices being spread unevenly and gaps happening when an object passes through another.
类似于使用顶点,除了它使用每个多边形的中心,并使最大距离(结束距离在100%)的多边形半径。这有助于解决顶点分布不均以及对象通过另一个对象时出现间隙的问题。
功能
Falloff function to be used to calculate the Proximal intensity.
用于计算近端强度的弗洛夫函数。
线性
Intensity is 100% of the Intensity value at Start Distance, 0% at End Distance and falls off linearly in between.
强度是100% 的强度值在开始距离,0% 在结束距离和下降线性之间。
广场
Intensity is 100% of the Intensity value at Start Distance, 0% at End Distance and falls off by the square of the distance in between.
强度是100% 的强度值在开始距离,0% 在结束距离和下降的平方之间的距离。
立方体
Intensity is 100% of the Intensity value at Start Distance, 0% at End Distance and falls off distance cubed in between.
强度是100% 的强度值在开始的距离,0% 在结束的距离和下降的距离立方之间。
第一步
Intensity is 100% of the Intensity value between Start Distance and End Distance and 0% everywhere else.
强度是起始距离和终止距离之间强度值的100% ,其他地方为0% 。
反过来
Intensity is 100% of the Intensity value at Start Distance and falls off as the inverse of distance and is clamped to 0% at End Distance.
强度是100% 的强度值在开始距离和下降作为距离的倒数,并夹持到0% 的结束距离。
逆平方
Intensity is 100% of the Intensity value at Start Distance and falls off as the inverse of distance squared and is clamped to 0% at End Distance.
强度是100% 的强度值在开始距离和下降作为距离平方的倒数,并夹持到0% 在结束距离。
逆立方体
Intensity is 100% of the Intensity value at Start Distance and falls off as the inverse of distance cubed and is clamped to 0% at End Distance.
强度是100% 的强度值在开始的距离和下降作为距离立方的倒数,并夹持到0% 结束的距离。
真顺利
This gives a smoother falloff when using Proximal for bump mapping or displacement.
在使用邻近点进行凹凸贴图或位移时,这样可以提供更平滑的降阶。
混合模式
Allows for different possibilities when blending each sampled point together. For instance, the Add type of blend makes very blown out values, necessitating the user to tweak the values to achieve a good result. The modes Lighten, Screen, Difference and Exclusion increase the ease of achieving the desired effect. The Screen blend type is in most cases the best choice, as it yields aesthetically pleasing results.
允许不同的可能性时,混合每个采样点在一起。例如,添加类型的混合使得非常夸张的值,迫使用户调整值以获得一个好的结果。模式减轻,屏幕,差异和排除增加了轻松实现期望的效果。屏幕混合类型在大多数情况下是最好的选择,因为它产生美观的结果。
起始距离[0. . + ∞% ]
The distance at which the object causes 100% luminance.
物体产生100% 亮度的距离。
终端距离[0. . + ∞% ]
The distance at which the object no longer affects the surface luminance. A value of 100% means 100 m. However, when using Polygon Radius, the percentage value is the same as the polygon radius, which of course can be different for each polygon.
物体不再影响表面亮度的距离。100% 意味着100米。然而,当使用多边形半径时,百分比值与多边形半径相同,当然,每个多边形的百分比值是不同的。
强度[0. . + ∞% ]
Maximum intensity that each object / particle adds.
每个物体/粒子增加的最大强度。