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Sweep Line 扫描线Basic 基础Inputs 投入Outputs 产出

Inputs

投入

Geometry.1

几何学。1

Several inputs are available for various geometry, which each have to be splines. For the basic functions, only the first two geometry inputs have to be defines. The first geometry is for the sweep’s profile and the second geometry is for the path along which the sweep will move.

几个输入可用于各种几何形状,每个都必须是样条。对于基本函数,只需要定义前两个几何输入。第一个几何图形是扫描的轮廓,第二个几何图形是扫描将要移动的路径。

The other geometry inputs are only required if you want to add rotation or scaling of the profile using additional splines.

只有在您想要使用其他样条添加概要文件的旋转或缩放时,才需要其他几何输入。

The third geometry input is for the scaling curve and the fourth is for the rotation curve.

第三个几何输入用于缩放曲线,第四个用于旋转曲线。

The same effect can also be achieved by using the Node’s Scale and Rotation values.

同样的效果也可以通过使用节点的缩放和旋转值来实现。

Matrix

矩阵

Matrix inputs are also available, for example, to move, rotate or scale the spline geometry.

矩阵输入也是可用的,例如,移动,旋转或缩放样条几何。

Object

对象

End Scale[-∞00..+∞00%]

最终尺度[-∞00. . + ∞00% ]

This is the size that the profile spline will have at the end of the path. A linear interpolation will be made in-between.

这是轮廓样条在路径末尾的大小。中间还会制作一个线性插值。

End Rotation[-5729577951308232523776..5729577951308232523776°]

结束轮换[-5729577951308232523776.5729577951308232523776 ° ]

This value defines the rotation around the Z axis that the profile spline will have reached at the end of the path.

这个值定义了轮廓样条在路径结束时所到达的 z 轴的旋转。

Start Growth[-∞00..+∞00%]

开始增长[-∞00. . + ∞00% ]

This functions like End Growth only that the sweep shape length is controlled from the opposite end of the spline, i.e., from the spline start.

这个函数类似于 End Growth,只有扫描形状长度是从样条的相对端控制的,也就是从样条开始。

End Growth[-∞00..+∞00%]

最终增长[-∞00. . + ∞00% ]

This value can be used to make the sweep shape grow along the path. If set to 100%, the profile spline will be moved along the entire path. If you want to use a closed path, caps surfaces (without fillets) can be defined for intermediate sections.

此值可用于使扫描形状沿路径增长。如果设置为100% ,轮廓样条将沿着整个路径移动。如果您想使用封闭路径,则可以为中间部分定义大写表面(没有圆角)。

Parallel Movement

平行运动

If this option is enabled, the profile spline will be moved parallel to its original direction and not rotated automatically if the path takes a curve.

如果启用此选项,则轮廓样条将平行于其原始方向移动,如果路径采用曲线,则不会自动旋转。

Constant Cross Section

等截面

This option is enabled by default. It only applies if no rail path was used and ensures that the profile spline is automatically scaled at hard curves in order to maintain an constant sweep object thickness.

默认情况下启用此选项。它只适用于没有使用轨道路径,并确保轮廓样条是自动缩放硬曲线,以保持恒定的扫描对象厚度。

Banking

银行业

If this option is enabled, the profile spline will automatically follow the curve when with the path. This can be compared to rollercoaster tracks. The degree to which the profile spline is angled is determined by Cinema 4D based on the curvature of the curve. At the beginning of the path, the contour will be aligned to the middle plane of the path spline and angled accordingly. The middle plane will be automatically ascertained using the position of the path’s spline points.

如果启用此选项,则配置文件样条在路径时将自动跟随曲线。这可以比作过山车的轨迹。轮廓样条曲线的角度是由 Cinema 4D 根据曲线的曲率确定的。在路径的开始,轮廓将对齐到路径样条的中间平面,并相应地成角度。利用路径样条点的位置自动确定中间平面。

Since a straight has no different planes, the alignment of the contour can only be ascertained randomly. In this case, Banking should be disabled. This will align the contour to the path spline’s XZ plane.

由于直线没有不同的平面,等高线的排列只能随机确定。在这种情况下,银行业务应该被禁用。这将对齐轮廓的路径样条的 XZ 平面。

Keep Segments

保持细分

This option should only be enabled if you want to change the growth value. It only really affects animated growth. If enabled, the profile spline will only jump to the (interpolated) points of the path spline. If these points lie far apart, jumps will occur in the animation. If disabled, an interpolation will take place between the spline points and a soft growth will result. The forst method offers more control over the look of the sweep shape (intersecting contours can be prevented) but the growth is softer and more consistent if the option is disabled.

只有当您想要更改增长值时,才应该启用此选项。它只会影响生机勃勃的成长。如果启用,轮廓样条将只跳转到路径样条的(插值)点。如果这些点相距很远,在动画中就会发生跳跃。如果禁用,插值将发生之间的样条点和软增长将导致。Forst 方法提供了更多的控制外观扫描形状(交叉轮廓可以防止) ,但增长是软和更一致的,如果选项是禁用。

Use Rail Direction

使用铁路方向

If you use a rail spline, the rotation of the profile spline around its Z axis will be affected. If the Use Rails Direction option is disabled, this behavior can be prevented.

如果使用轨道样条,轮廓样条绕其 z 轴的旋转将受到影响。如果禁用了 Use Rails Direction 选项,则可以防止此行为。

2-Rail

2- 铁路

This option defines if the profile spline should be positioned between the path and rail spline (enabled) or if it should run along the path spline and align itself according to the rail spline (disabled). If arranged between the path and rail splines, the minimum and maximum in the profile’s X direction will be defined. These points along the profile’s X axis will then be fixed to the path or rail spline.

这个选项定义了轮廓样条是否应该定位在路径和轨道样条之间(启用) ,或者它是否应该沿着路径样条运行并根据轨道样条对齐自己(禁用)。如果在轨道样条和轨道样条之间安排,则在型材 x 方向上的最小值和最大值将被定义。这些沿着轮廓的 x 轴的点将被固定在路径或轨道样条上。

Note: 注意:
The 2-Rail function only works if the Use Rail Direction and Use Rail Scale options are enabled. 只有在启用“使用轨道方向”和“使用轨道尺度”选项时,2轨功能才能正常工作

Use Rail Scale

使用铁路秤

This option defines if the rail spline should affect the scaling of the profile. The rail spline can, among other things, then be used to precisely define the profile and can, for example, avoid intersecting.

此选项定义轨道样条是否应该影响配置文件的缩放。轨道样条可以,除了其他事情,然后被用来精确定义轮廓,可以,例如,避免交叉。

Flip Normals

翻转法线

Here you can, if necessary, flip the sweep shape’s Normals. Cinema 4D will normally autormatically orient the hull correctly. However, this is not possible for open profiles. In this case you can control the Normal orientation via the rotation direction of the splines or with the Flip Normals option. This option does not affect caps surfaces because their Normals are always oriented correctly.

在这里,你可以,如果必要的话,翻转横扫形状的法线。4D 影院通常会自动调整船体的方向。但是,这对于开放的配置文件是不可能的。在这种情况下,您可以通过样条的旋转方向或使用翻转法线选项来控制“法线”方向。此选项不会影响大写字母表面,因为它们的法线始终正确排列。

Stick UVs

坚持 UVs

A sweep shape’s U coordinate normally runs from 0 to 1 along the entire spline length. However, if you used Start Growth and End Growth to shorten the length of the spline, the Stick UVs option defines if U should still run along the entire length of the spline or if it should be adapted to the shortened sweep length. For the latter, any applied texture will be scaled if the Growth settings are modified.

扫描形状的 u 坐标通常沿整个样条长度从0到1。然而,如果你使用开始增长和结束增长来缩短样条的长度,粘贴 uv 选项定义了 u 是否仍然应该沿着样条的整个长度运行,或者它是否应该适应缩短的扫描长度。对于后者,任何应用的纹理将缩放,如果增长设置被修改。

From[-5729577951308232523776..5729577951308232523776°]
To[-5729577951308232523776..5729577951308232523776°]

从[-5729577951308232523776. . 572957795130823252323776 ° ]到[-57295795951308232523776 ° ]

This value can be used to define the range of rotation angles for the profile spline that can be set using the Rotation curve.

此值可用于定义轮廓样条的旋转角度范围,该轮廓样条可以使用旋转曲线设置。

Details

详情

Scale

比例

This curve can be used to individually scale the profile along the path.

这条曲线可以用来沿着路径单独缩放轮廓。

Rotation

旋转

This curve can be used to individually rotate the profile along the path. The minimum and maximum rotation values can be defined using the From and To values.

这条曲线可以用来沿着路径单独旋转轮廓。可以使用 From 和 To 值定义最小和最大旋转值。

Caps

帽子

Start Cap
End Cap

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。

Separated Bevel Control

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

Shape
Shape

女名女子名

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]

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。

Curve
Curve

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)。

Break Phong Rounding

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。

Avoid Self Intersections

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。

Cap Type

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。

Size[-∞..+∞m]

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:

Qaud Dominant

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。