Material Nodes
材质节点
With the introduction of Cinema 4D Release 20, materials can also be made up of node-based networks. This offers hitherto unknown possibilities for creating materials.
随着 Cinema 4D Release 20的引入,材质也可以由基于节点的网络组成。这为制造材质提供了前所未有的可能性。
A Node Material integrates almost seamlessly into the old material system. Many material channels no longer exist because nodes are based on a physically-correct concept (which is why, for example, the Environment channel no longer exists, which itself was a "cheap trick" that simulated real reflections), whereby other material tabs such as Basic, Illumination, Editor and Assign are still available..
节点材质几乎无缝集成到旧的材质系统。许多材质通道不再存在,因为节点基于一个物理上正确的概念(这就是为什么,例如,环境通道不再存在,这本身就是一个模拟真实反射的“廉价技巧”) ,其他材质选项卡,如基本,照明,编辑器和分配仍然可用。.
This makes it possible for Node Materials to work with the usual renderers.
这使得 Node Materials 可以与通常的渲染器一起工作。
Please note the Node-Space. If you’ve created a Node Material with an external renderer, this will not, for example, work with the Physical Renderer. The Node Editor will remain empty if the Node Space does not fit. Node Materials that don’t work with the current Node Space will have a warning icon next to them.
请注意节点空间。例如,如果您已经使用外部渲染器创建了一个 Node Material,那么这将不能使用 Physical Renderer。如果节点空间不适合,节点编辑器将保持空白。不能使用当前节点空间的节点材质将在它们旁边有一个警告图标。
Everything you need to know about Node Materials can be found in the following sections.
您需要了解的关于 Node Materials 的所有信息都可以在以下章节中找到。
General information about the node-based material system
基于节点的材质系统的一般信息
The node-based material system introduced in Cinema 4D R20 is a universal material system that can be used alternatively to the standard or physical material systems. It can in particular be used to define complex material properties that cannot be realized using other material systems.
在 Cinema 4D R20中引入的基于节点的材质系统是一个通用的材质系统,可以替代标准或物理材质系统使用。它尤其可以用来定义复杂的材质特性,而这些特性是其他材质系统无法实现的。
This is possible because the Nodes, among other things, evaluate information supplied by the render samples and integrate this information into the calculation of the material. The Node system also uses physically-based BSDF shading, which – comparable with a physical material – calculates diffuse shading using dispersed reflections.
这是可能的,因为节点,除其他事情外,评估由渲染样本提供的信息,并将这些信息集成到材质的计算中。节点系统还使用物理基础的 BSDF 阴影,可与物理材质相比,使用分散的反射计算漫射阴影。
The anacronym BSDF stands for Bidirectional Scattering Distribution Function – a method that emulates the physically correct transmission and reflection behavior of surfaces, i.e., reflections and transparencies are rendered realistically.
首字母缩略词 BSDF 代表双向散射分佈函数-- 一种模拟表面物理上正确的传输和反射行为的方法,即,反射和透明被实际渲染。
To make it easier to get started with the new material system, a Uber material, which can be created from the Material Manager’s Create/Materials menu, can be used which is based on nodes but makes many of the channels and options used by other material systems available.
为了更容易开始使用新的材质系统,可以从材质管理器的创建/材质菜单创建 Uber 材质,可以使用基于节点的优步材质,但是可以使用其他材质系统使用的许多通道和选项。
A Node Material integrates almost seamlessly into the old material system. Many material channels no longer exist because nodes are based on a physically-correct concept (which is why, for example, the Environment channel no longer exists, which itself was a "cheap trick" that simulated real reflections), whereby other material tabs such as Basic, Illumination, Editor and Assign are still available.
节点材质几乎无缝集成到旧的材质系统。许多材质通道不再存在,因为节点基于一个物理上正确的概念(这就是为什么,例如,环境通道不再存在,这本身就是一个模拟真实反射的“廉价技巧”) ,其他材质选项卡,如基本,照明,编辑器和分配仍然可用。
When texturing a scene using a node-based materials, the following information is important:
当使用基于节点的材质绘制场景时,以下信息非常重要:
- The standard material system’s shaders cannot be combined directly with Node Materials. However, for the most important shaders such as Fresnel, Gradient, Noise an Ambient Occlusion, corresponding Material Nodes are available whose functions in part go far beyond those of the respective shaders. 标准材质系统的着色器不能直接与节点材质结合。然而,对于最重要的着色器,如菲涅耳、梯度、噪声和环境遮挡,相应的材质节点是可用的,其功能部分远远超过那些相应的着色器
- When applying materials to scene objects such as a Sky or Floor object or to a Background or Foreground object, luminous properties must be used. If only a diffuse material property is used, these objects will remain black. 当应用材质的场景对象,如天空或地板对象或背景或前景对象,发光属性必须使用。如果只使用漫射材质属性,这些对象将保持黑色
- Adding an environment color, i.e., an additional environment lighting using the Environment object has no effect on node-based materials. 添加一个环境颜色,即,使用环境对象的附加环境照明对基于节点的材质没有影响
- Currently, no functions for simulating physically-based Subsurface Scattering effects are available. 目前,还没有可以模拟基于物理的次表面散射效果的功能
- Using Global Illumination as a render effect has no effect on node-based materials because they have no Color channel by default. The surface shading is instead created by a diffuse scattered reflection, as can also be done with a Lambert (Diffuse) or Oren Nayer (Diffuse) reflectance lacer in the standard or physical material systems. However, there is an optional mode for this, for example, in case you want to use standard or physical materials side-by-side with node-based materials with active Global Illumination. To do so, enable the 使用全局光源作为渲染效果对基于节点的材质没有影响,因为它们默认没有颜色通道。表面阴影是由漫反射创建的,也可以在标准或物理材质系统中使用朗伯(漫反射)或奥伦纳耶(漫反射)反射镜。然而,有一个可选的模式,例如,如果你想使用标准或物理材质并排与节点为基础的材质与活跃的全局光源。要做到这一点,启用Use Color Channel for Node Material 节点材质使用颜色通道 option in the Project Preferences menu. 在项目首选项菜单中选择