
Inputs
投入
几何学
Here you can link the spline curve. This can, for example, be generated from an edge selection using an Edge to Line Node.
在这里你可以连接样条曲线。例如,这可以通过使用“边到线节点”的边选择生成。
Object
对象
Angle[-5729577951308232523776..5729577951308232523776°]
角度[-5729577951308232523776.5729577951308232523776 ° ]
This is the rotational angle around the local Y axis with which the input spline will be rotated.
这是围绕局部 y 轴的旋转角度,输入样条将随之旋转。
Subdivision[-2147483648..2147483647]
细分[-2147483648. . 2147483647]
This value defines the number of rotational steps that will be used to complete the Angle rotation. The larger the Subdivision value, the smoother the lathe shape will appear.
此值定义用于完成角度旋转的旋转步数。细分值越大,车床的形状就越光滑。
动作[-∞ . . + ∞ m ]
This value can be used to simultaneously move the rotated spline along the rotation axis. If this function is implemented, Angle values larger than 360° can be advantageous (in combination with correspondingly adapted Subdivision values).
此值可用于沿旋转轴同时移动旋转花键。如果实现了这个函数,大于360 ° 的角度值是有利的(与相应的适应的细分值相结合)。
缩放[-∞00. . + ∞00% ]
This value can be used to simultaneously increase or decrease the size of the rotated spline in steps. This value defines the final size as a percentage of the spline’s initial size.
此值可用于在步骤中同时增加或减少旋转样条的大小。此值将最终大小定义为样条的初始大小的百分比。
翻转法线
Here you can, if necessary, flip the Normals of the Lathe shape. The hull will normally be oriented correctly by Cinema 4D but this is not possible for open contours. In this case, you can control the direction of the Normals using the rotation direction of the spline or via the Flip Normals option. This option does not work for caps surfaces because their Normals are always oriented correctly.
在这里,您可以,如果有必要,翻转法线的车床形状。船体通常会被 Cinema 4D 正确定位,但这是不可能的开放轮廓。在这种情况下,您可以使用样条的旋转方向或通过 Flip norals 选项控制法线的方向。此选项不适用于大写表面,因为它们的法线始终正确排列。
Caps
帽子
启动 CapEnd 盖
These options can be used to define which caps surfaces should be generated. If no caps surfaces are generated, no bevels can be made. Caps surfaces can generally only be generated in conjunction with closed lines. Note also that for the following options for creating caps surfaces and their chamfers, lines generated via Scene Nodes do not contain any intermediate point interpolation or tangents. Legacy spline objects can, however, be used in conjunction with a Legacy Object Import Node.
这些选项可以用来定义应该生成哪些大写表面。如果没有盖表面被生成,没有斜面可以被做。盖板表面通常只能与封闭线一起生成。还要注意的是,对于以下创建盖子表面及其倒角的选项,通过场景节点生成的线不包含任何中间点插值或切线。但是,遗留样条对象可以与遗留对象导入节点结合使用。
分离的伞面控制
This option can be enabled if you want to define different bevel settings for Start and End. A second set of parameters will be made available. Otherwise, the same bevel will be made at Start and End.
如果要为“开始”和“结束”定义不同的斜面设置,可以启用此选项。将提供第二组参数。否则,同样的斜面将在开始和结束。
Start Bevel
启动斜面
End Bevel
结束斜角
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The transition from caps surfaces to the hull can be rounded in almost any way. Here you can select from the following options:
从帽子表面到船体的过渡可以以几乎任何方式圆润。这里你可以从以下选项中选择:
- Round 圆形: The transition will be rounded (the Radius can be defined via the Shape Depth setting, even until it is concave (negative value. : 过渡将是圆形的(半径可以通过形状深度设置定义,甚至直到它是凹的(负值
- Curve 曲线: The transition will be defined using a freely definable curve (see below). : 过渡将定义使用一个自由定义的曲线(见下文)
- Step 第一步: The transition will be stepped. The number of steps is defined using the Segments value. : 过渡阶段将会加快。使用 Segments 值定义步骤数
- Solid 固体: This will not actually create a bevel as such but will create subdivisions – defined using the Segments value – in the bevel region defined by the Size value, which will create a rounding in conjunction with a generator in a Subdivision Surface object. : 这实际上不会创建一个斜面,但会创建细分-使用段值定义-在斜面区域定义的尺寸值,这将创建一个舍入与生成器在一个细分曲面对象
Size [-∞ . . + ∞ m ] Size [-∞ . + ∞ m ]
Here you can define the subdivision within the bevel. Depeding on the complexity of the bevel shape, this value will have to be increased in order to produce a clean result. A value of 1 will produce a straight chamfer (exception: Bevel Shape set to Step).
这里您可以在斜面中定义细分。根据斜面形状的复杂性,这个值必须增加,以产生一个干净的结果。值为1将产生一个直倒角(例外: 斜面形状设置为第步)。
Extended Shape
Extended Shape
Height[-∞..+∞m]
Height[-∞..+∞m]
扩展形状高度[-∞ . . + ∞ m ]高度[-∞ . . + ∞ m ]
If this option is enabled, the caps surfaces will be extruded by the value defined for Height.
如果启用此选项,帽子表面将根据定义的高度值进行挤压。
If this Shape is selected, the curve can almost be defined freely. Here are a few examples:
如果选择这个 Shape,曲线几乎可以自由定义。这里有几个例子:
Shape Depth[-∞00..+∞00%]
Shape Depth[-∞00..+∞00%]
形状深度[-∞00. . + ∞00% ]形状深度[-∞00. . + ∞00% ]
This setting defines the curvature of the bevel surface. Negative values will create a concave and positive values a convex surface. If set to 0% (or Segments = 1), a miter will be generated.
这个设置定义了斜面的曲率。负值将创建一个凹面和正值一个凸面。如果设置为0% (或者 Segments = 1) ,将生成一个 miter。
If Height and Size are set to 0, the following effect will result: The caps surface will be extruded outwards and the Shape Depth defines the curve’s amplitude.
如果高度和尺寸设置为0,将产生以下效果: 帽子表面将向外挤压,形状深度决定曲线的振幅。
Segments[-2147483648..2147483647]
Segments[-2147483648..2147483647]
片段[-2147483648. . 2147483647]片段[-2147483648. . 2147483647]
This setting defines the subdivision for the bevel. Depending on the complexity of the bevel shape (e.g., Shape is set to Curve), this value might have to be increased in order to produce a better result. A value of 1 will produce a straight miter (exception: Shape is set to Step).
这个设置定义了斜面的细分。根据斜面形状的复杂性(例如,Shape 被设置为 Curve) ,这个值可能需要增加以产生更好的结果。值为1将生成一个直线斜接(例外: Shape 设置为 Step)。
打破 Phong 舍入
If this option is enabled, Phong break edges (see Phong break selection) can be created at the start and end of the bevel surface. The transitions from hull/caps to the bevel surfaces will then be somewhat more accentuated.
如果启用此选项,可以在斜面的开始和结束处创建 Phong 折断边缘(参见 Phong 折断选择)。从船体/帽子的过渡到斜面,然后将有点更加突出。
避免自我交叉
This rather inconspicuous option provides a very practical functionality. If you remember what caps/roundings looked like in previous versions you will know that larger roundings often resulted in intersections in the mesh, which made them unusable. In the rare event that this should occur, this option can be enabled to avoid this.
这个相当不显眼的选项提供了一个非常实用的功能。如果你还记得大写/圆圈在以前的版本中是什么样子的,你就会知道大写的圆圈通常会导致网格的交叉,这使得它们无法使用。在极少发生这种情况时,可以启用此选项来避免这种情况。
帽型
Here you can define how the mesh should shape the caps surfaces.
在这里你可以定义网格应该如何形状的帽子表面。
Quadrangles/Triangles represent the Cinema 4D modes prior to R21, which generated quads (if possible) or triangles, respectively. N-Gons will generate a single polygon, which will look like Quadrangles internally.
四边形/三角形代表 R21之前的Cinema 4D 模式,它们分别生成四边形(如果可能的话)或三角形。N-Gons 将生成一个单一的多边形,内部看起来像四边形。
The first 3 modes will not generate any new points on the caps surfaces. The result: long triangles will be created that can be problematic for shading or deformations.
前三种模式将不会产生任何新的点上的帽子表面。结果: 长的三角形将被创建,可能是有问题的阴影或变形。
As a rule of thumb: If the caps surface will not be deformed you can use N-Gons, otherwise use Delaunay. Note also the subdivision of the splines that can be affected by their Intermediate Points setting. It is often useful to set this to Uniform, which will also subdivide linear spline sections, which is imperative for deformations.
作为一个经验法则: 如果帽子表面不会变形,你可以使用 N-Gons,否则使用 Delaunay。还要注意,样条的细分可能会受到它们的中间点设置的影响。它往往是有用的设置为统一,这也将细分线性样条部分,这是迫切需要的变形。
Delaunay will add a mesh to the caps surfaces with similar inner angles, which will prevent long, bothersome triangles from being generated. These types of meshes can be easily deformed without producing unwanted atefacting.
将会在具有相似内角的帽子表面上添加一个网格,这将防止生成长的,令人讨厌的三角形。这些类型的网格可以很容易地变形而不产生不必要的制造。
大小[-∞ . . + ∞ m ]
If Regular Grid is selected, the Size setting will be made available. This value defines the size of the polygons on the caps surface.
如果选择了 Regular Grid,则将提供 Size 设置。这个值定义了帽子表面上多边形的大小。
Max Size Factor[-∞..+∞]
Gradient[-∞..+∞]
最大尺寸因子[-∞ . . + ∞]梯度[-∞ . . + ∞]
When creating caps surface triangles, the triangles’ size on the outer and inner edges is initially defined by the subdivision (Intermediate Points) of the base spline as long as they work with Spline objects. Lines generated in the Scene Editor are otherwise always interpolated linearly. Therefore, in these cases, the distribution and size of the random polygons only depend on the distance between the spline points.
当创建盖帽曲面三角形时,三角形外边和内边的大小最初是由基样条的细分(中间点)定义的,只要它们与样条对象一起工作。在场景编辑器中生成的行总是线性插值。因此,在这些情况下,随机多边形的分布和大小仅取决于样条点之间的距离。
The triangles can increase in size approaching the interior (in some cases they can become smaller). As usual, it’s a good idea to have as few polygons as possible. The following distribution of polygons results from a uniform spline subdivision:
这些三角形可以在接近内部时增大尺寸(在某些情况下它们可以变小)。像往常一样,尽可能少的多边形是个好主意。多边形的下列分布是均匀样条细分的结果:
Enable this option to generate 4-sided polygons. No caps surface points will be modified. Some triangles, however, will be generated so that you will not only have 4-sided polygons.
启用此选项以生成四边形。没有帽表面点将被修改。然而,一些三角形会生成,这样你就不会只有4边的多边形了。