Proximal Shader

近端着色器

Basic 基础Shader 着色器

Proximal Shader

近端着色器

Particles and object edges can be illuminated or deformed. 粒子和物体边缘可以被照亮或变形

Proximal is a shader that is based on distance dependencies. The shader outputs a luminance value based on how far away the surface being shaded is from a specified object (you can choose whether the object origin, points, edges or polygon center should be used). Proximal works best in the Luminance channel.

是基于距离依赖关系的着色器。着色器输出一个亮度值,该亮度值基于被着色的表面距离指定物体的距离(你可以选择是否使用物体原点、点、边或多边形中心)。近端工作最好在亮度通道。

Proximal also works with particles (with Cinema 4D particles and with Thinking Particles). A luminance effect will be generated each time a particle hits the surface (see the example above).

也可用于粒子(Cinema 4D 粒子和 Thinking 粒子)。每次粒子撞击表面时都会产生亮度效果(见上面的例子)。