
Inputs
投入
Hinweis: 欣维斯:Example images for the bump effect can be found in the 例子图像的凹凸效果可以找到在Displacement 排水量 material channel. 材质通道
价值
This is the input for the brightness or color values that should be used for the displacement.
这是应用于位移的亮度或颜色值的输入。
强度[-∞00. . + ∞00% ]
Here the intensity of the displacement is defined. This value is used as a simple multiplier.
这里定义了位移的强度,这个值用作一个简单的乘数。
类型
Here you can select the type of input brightness or color value. The conversion for the displacement effect will take place correspondingly at the Material Node:
在这里您可以选择输入亮度类型或颜色值。置换效果的转换将相应地在材质节点处进行:
- Intensity 强度: The displacement will only take place in a positive direction. The displacement texture will produce the following displacement based on its grayscale values: black=none; white=maximum. : 流离失所只会朝着积极的方向发生。位移纹理将根据其灰度值产生以下位移: black = none; white = maximum
- Intensity (Centered) 强度(中心): Here the surface can be deformed starting from a neutral 50% gray tone. White will, for example, produce a maximum displacement in the direction of the surface Normals whereas black will produce a maximum displacement in the direction of the negative surface Normals. : 这里的表面可以从中性的50% 灰色开始变形。例如,白色会产生沿表面法线方向的最大位移,而黑色会产生沿表面法线方向的最大位移
- Red / Green 红/绿: The displacement can be calculated in either the positive or negative Normal direction, depending on the texture’s red and green values. Green values will increase and red values will decrease the displacement effect. Key is the pure red/green component of the RGB color. Black will produce no displacement. A pure green (RGB 0, 1, 0) and a pure red (RGB 1, 0, 0) will each produce a maximum but opposite displacement. : 根据纹理的红色和绿色值,可以按正法线方向或负法线方向计算位移。绿色值将增加,红色值将减少位移效果。关键是纯红色/绿色组成的 RGB 颜色。黑色不会产生位移。纯绿色(RGB 0,1,0)和纯红色(RGB 1,0,0)各自产生一个最大但相反的位移
- RGB (XYZ Object), RGB (XYZ World) RGB (XYZ 对象) ,RGB (XYZ 世界) and 及RGB (XYZ Tangent) RGB (XYZ 切线) calculate the displacement spatially based on the texture’s RGB components. The red component will produce a movement of the surface in the X direction; the green component will move the surface in the Y direction; the blue component will move the surface in the Z direction. Depending on which mode is defined here, different coordinate systems will be used when deforming the surface. The most flexible and recommended mode is RGB (XYZ Tangent), at least when your displacement texture was also created for this mode. The movement relative to the surface tangents makes it possible to simultaneously deform the object (e.g., via a Deformer) without producing faulty results. This mode is recommended for character animation in particular, which is most often brought to life using Joint objects. 根据纹理的 RGB 分量空间计算位移。红色部分将产生表面向 x 方向的运动; 绿色部分将使表面向 y 方向移动; 蓝色部分将使表面向 z 方向移动。根据这里定义的模式,在曲面变形时将使用不同的坐标系。最灵活和推荐的模式是 RGB (XYZ 切线) ,至少当您的位移纹理也为这种模式创建。相对于表面切线的运动使得同时变形物体(例如,通过变形器)而不产生错误的结果成为可能。这种模式特别推荐用于角色动画,这种模式通常使用关节对象来使角色栩栩如生