Ripple Shader 波纹着色器Basic 基础Shader 着色器

Shader Properties

Wave length[0..+∞m]

波长[0. . + ∞ m ]

The Wave Length defines the distance between the ripple’s crests.

波长定义了波峰之间的距离。

Speed[0..+∞]
Amplitude[0..+∞%]

速度[0. . + ∞]振幅[0. . + ∞% ]

The Speed parameter defines the speed of the ripples. The Amplitude defines the ripple crest height. For realistic results, avoid high values.

速度参数定义了涟漪的速度。振幅定义了纹波峰高。为了得到实际的结果,避免高价值。

Falloff[0..+∞%]

衰退[0. . + ∞% ]

Reality dictates that ripples become smaller the further away they are from their point of origin. Use the Falloff to simulate this effect.

现实表明,涟漪离原点越远,它们就越小。使用衰减来模拟这种效果。

Minimal Strength[0..1000%]

最小强度[0. . 1000% ]

The amplitude (regulated using Falloff) eventually becomes so small that it reaches a value barely greater than zero. To save rendering time, the Minimal Strength parameter lets you set the moment at which the entire ripple is removed. Avoid high values or the ripples will disappear prematurely.

振幅(使用 Falloff 调节)最终变得如此之小,以至于它达到一个大于零的值。为了节省渲染时间,Minimal Strength 参数允许您设置整个纹波被移除的时刻。避免高值,否则涟漪会过早消失。

Periods[1..2147483647]

期限[1.2147483647]

Regulates the number of crests.

调节冠的数量。

Particle Dependent

粒子相关性

This option only affects Thinking Particles. When enabled, the size of the ripples will depend on the size of the particles. This takes the PStorm node’s Distance and Distance Variation values into account, allowing variations in the ripples.

这个选项只影响TP粒子。当启用时,波纹的大小将取决于粒子的大小。这需要考虑到 PStorm 节点的距离和距离变化值,允许波纹的变化。

Object

对象

Drag & drop the object that you want the particles to collide with into the Object box. Before an object can be placed into this field it must be made editable.

将粒子要碰撞的对象拖放到 Object 框中。在将对象放入此字段之前,必须使其可编辑。

Particles

粒子

If you are using Cinema 4D’s native particles, Drag & drop the emitter object

如果你使用 Cinema 4D 的原生粒子,拖放发射器物体

into the Particles box. Or if you are using Thinking Particles, Drag & drop the TP Geometry object into the box.

进入粒子盒。或者如果你正在使用 Thinking Particles,拖放 TP 几何对象到框中。