
Inputs
投入
几何学
By default you will find two inputs for geometry and their matrices. The number of inputs can, however, be adjusted via the Add Input or Remove Input commands to match the number of splines that should be connected.
默认情况下,您将找到两个几何图形及其矩阵的输入。然而,输入的数量可以通过添加输入或删除输入命令来调整,以匹配应该连接的样条数。
Object
对象
Mesh Subdivision U[-2147483648..2147483647]
网格细分 u [-2147483648. . 2147483647]
This value defines the number of polygons along the spline curve. The larger the value, the better fine details along the spline can be shown.
此值定义沿样条曲线的多边形数目。值越大,沿着样条可以显示出更好的细节。
Mesh Subdivision V[-2147483648..2147483647]
细分 v [-2147483648. . 2147483647]
This value defines the total number of polygons that are used to connect the spline curve. If the Subdivision per Segment option is enabled, the Mesh Subdivision value will be applied to subdivisions on neighboring splines. If, for example, more than two spline curves are connected using the Loft Node, the total number of mesh subdivisions will increase in the V direction with each additional spline.
此值定义用于连接样条曲线的多边形总数。如果启用了每段细分选项,细分值将应用于邻近样条上的细分。例如,如果使用 Loft 节点连接两条以上的样条曲线,那么每增加一条样条曲线,网格细分的总数将在 v 方向上增加。
有机形式
If this option is disabled, the Loft’s lines will pass precisely through the spline points and the distance between lines will adapt to the spline points. This will produce a precise shape. If this option is enabled, the Loft lines will not pass precisely through the spline points but will run through the spline in an equal parametric distance – which will produce a softer but less precise shape.
如果禁用此选项,放样线将精确地通过样条点,线之间的距离将适应样条点。这将产生一个精确的形状。如果启用此选项,放样线将不会精确地通过样条点,而是以相等的参数距离通过样条——这将产生一个更柔软但不那么精确的形状。
环路
If this option is enabled, the first spline will be connected with the last spline in the V direction.
如果启用此选项,则第一条样条将沿 v 方向与最后一条样条连接。
适应紫外线
This function behaves like the Subdivision per Segment function but affects the texture if it’s project onto the object via UVW mapping (see Projection). This option works independently from the Subdivision per Segment option. The texture will be projected in the V direction per segment (option enabled) or lain uniformly over the entire shape (option disabled.).
这个函数的行为类似于细分每段函数,但是如果它的项目通过 UVW 映射到对象上,就会影响纹理(参见投影)。此选项独立于“每段细分”选项。纹理将投影在 v 方向的每个部分(选项启用)或均匀分布在整个形状(选项禁用。).
每段细分
Here you can define if the mesh subdivision should be made uniformly over the entire geometry length or uniformly per segment (a segment is the section between two splines). If this option is enabled, you will have more control over the look of the shape if splines lie close together.
在这里你可以定义细分网格是否应该在整个几何长度或均匀每段(一段是两个样条之间的部分)。如果启用此选项,则如果样条靠得很近,则对形状的外观将有更多的控制。
If this option is disabled, the number of resulting subdivisions per segment will be calculated using the average distance of these segments. This is not the desired method for animation but this will produce more uniform shape for modeling.
如果禁用此选项,则将使用这些段的平均距离计算每个段产生的细分数。这不是理想的动画方法,但这将产生更统一的形状为建模。
线性插值
Here you can define if linear or soft interpolation should take place between individual splines.
这里您可以定义线性插值还是软插值应该发生在各个样条之间。
翻转法线
Here you can, if necessary, invert the orientation of the Normals. You can control the Normal orientation using the rotation direction of the spline or with this option. This option does not work on caps surfaces because their Normals are automatically oriented correctly.
在这里,如果必要的话,你可以把法线的方向颠倒过来。您可以使用样条的旋转方向或使用此选项控制“法线方向”。此选项不适用于大写字母表面,因为它们的法线会自动正确定位。
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。