Variation Shader

变化着色器

Basic 基础Shader 着色器

Variation Shader

变化着色器

There are only 5 different stones in the image above whose textures were varied using the Variation shader 在上面的图像中只有5种不同的石头使用变化着色器的纹理是不同的

In order to make a scene look more realistic you should always include as many texture variations as possible. Elements that appear too perfect or uniform will quickly debunk a scene as being fake. The Variations shader lets you add variation to your scene with very little effort. Leaves on a tree or blades of grass, for example, are never completely identical. Instead of manually creating a huge number of leaf textures you can use just a few and vary these using the Variation shader. The result is that each leaf will be unique.

为了让一个场景看起来更真实,你应该尽可能多的包含纹理变化。过于完美或统一的元素会很快揭穿一个场景是假的。变化着色器可以让您添加变化到您的场景很少的努力。例如,树上的叶子或者草叶,从来都不是完全相同的。与手动创建大量的叶子纹理不同,你可以只使用一些并使用 Variation 着色器变化这些纹理。结果就是每一片叶子都是独一无二的。

With the Variation shader, identical textures can be varied primarily in their color properties (hue, brightness, contrast, etc.) and randomly mixing in other textures and colors for rendering.

使用变化着色器,相同的纹理可以主要改变它们的颜色属性(色调、亮度、对比度等) ,并随机混合其他纹理和颜色来渲染。

The Variation shader can, for example, be used to vary the textures of MoGraph clones (even those of render instances!).

例如,Variation 着色器可以用来改变 MoGraph 克隆的纹理(甚至是渲染实例的纹理)。

In order for the Variation shader to work well it must be assigned to a range of different, distinct elements, e.g., various objects, Polygon Selection tags, etc. A variation per element will be created.

为了使 Variation 着色器工作良好,它必须分配给一系列不同的、不同的元素,例如,各种对象、多边形选择标签等。将为每个元素创建一个变量。

The Variation shader also works in conjunction with the Hair feature when creating random colors for each hair. Load the Variation shader into the material where the hair color is defined (also works with Feathers and Architectural Grass).

变化着色器也与毛发功能一起工作时,为每个毛发创造随机的颜色。加载变化着色到材质的毛发颜色的定义(也与羽毛和建筑草)。

Make sure that Object Variation is set to Objects.

确保将对象变化设置为对象。

Limitations

局限性