Shader Properties
Intensity[0..+∞%] / Variation[-∞..+∞%]
强度[0. . + ∞% ]/变化[-∞ . + ∞% ]
The Intensity controls the overall brightness of the color reflexes. A value of 0 means no effect at all, while bigger values result in brighter color reflexes. Variation defines how many times the gradient is repeated within the defined range.
亮度控制颜色反射的整体亮度。值为0意味着没有任何影响,而更大的值导致更明亮的颜色反射。变化定义了梯度在规定范围内重复的次数。
超出范围类型
In combination with the Variation parameter, Out Of Range Type controls if and how the gradient is repeated. Experiment with the Stop, Mirror and Tiling modes to see the effect. With Stop, the gradient is applied once only and the last color is used for the outer areas that are out of range. With Mirror, the gradient is mirrored when it is repeated to avoid seams. With Tiling, the gradient is repeated according to the Variation value.
结合 Variation 参数,Out Of Range Type 控制是否以及如何重复渐变。实验与停止,镜子和平铺模式,看看效果。使用 Stop,渐变只应用一次,最后一个颜色用于超出范围的外部区域。使用 Mirror,当重复渐变以避免接缝时,渐变是镜像的。使用瓷砖时,根据变化值重复梯度。
别说了
The gradient will only be displayed once. In the remaining areas, only the last color will be repeated.
这个渐变只会显示一次。在其他区域中,只会重复最后一个颜色。
镜子
The color range will be mirrored each time it is repeated, as defined by the variation setting.
颜色范围将镜像每次它是重复的,由变化设置定义。
瓷砖
The color range will be repeated, as defined by the variation setting.
颜色范围将被重复,由变化设置定义。
光谱
The Spectrum gradient defines the colors for the spectral reflexes.
光谱梯度定义了光谱反射的颜色。
使用 CD 效果
If you enable this option, the shader is optimized for cylindrical surfaces and you can render wedge-shaped, prismatic color effects, such as those seen on CD surfaces.
如果您启用此选项,着色器是为圆柱面优化的,您可以渲染楔形棱柱色彩效果,如 CD 表面上看到的效果。
宽度[0. . + ∞% ]
Width defines how far the gradient spreads out.
宽度决定了渐变展开的距离。
高峰[0. . 100% ]
Normally the entire rainbow colored spectrum is visible only if the angle between the light source and the camera forms a straight line. Increasing the Peak value allows you to generate a larger color spectrum.
通常情况下,只有当光源和相机之间形成一条直线时,整个彩虹色光谱才是可见的。增加峰值允许您生成更大的色谱。
W 系数[0.200% ]
W Factor defines the starting point of the prismatic effect, based on the center of the surface. A value of 1 makes the gradient start from the exact center of the surface. Values above 1 offset the gradient away from the center, and values below 1 shift it more towards the center.
W 因子定义了棱镜效果的起点,基于表面的中心。值1使梯度从曲面的精确中心开始。高于1的值偏移渐变远离中心,低于1的值偏移更多的中心。
漫射强度[0. . + ∞% ]
Diffuse Intensity controls the intensity of the actual spectral effect. Increasing the value results in overblown colors.
漫射强度控制实际光谱效果的强度。增加这个值会导致过度渲染的颜色。
漫变[-∞ . . + ∞% ]
Diffuse Variation scatters the spectral effect by bringing in random colors from the gradient.
漫射变差通过从梯度中引入随机颜色来散射光谱效果。
正面
Here you can define how the spectral gradient is projected onto the surface, with reference to the object coordinate system. If you can’t see the CD effect immediately, you probably need to adjust this parameter.
在这里,你可以定义光谱梯度是如何投射到表面上的,参考物体坐标系。如果您不能立即看到 CD 效果,可能需要调整此参数。