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Normal Map 法线地图Preview 预览Basic 基础Inputs 投入Outputs 产出Context 背景

Inputs

投入

Tip: 提示:
Example images for Normal effects can be found in the 正常效果的示例图像可以在Normal 正常 material channel. 材质通道

Normal

正常

Here you can link a Normal Map texture or another Node.

在这里您可以链接一个法线贴图纹理或另一个节点。

Strength[-∞00..+∞00%]

强度[-∞00. . + ∞00% ]

This setting can be used to define the intensity of the Normal Mapping effect. Negative values will lead to an inversion of the effect. Note that the Normal Mapping effect will not modify the object’s shape but only its surface shading. Very extreme modifications of the Normals can therefore end up looking unnatural.

此设置可用于定义法线贴图效果的强度。负值会导致反向效果。请注意,法线贴图效果将不会修改对象的形状,而只是其表面阴影。因此,非常极端的法线变化看起来不自然。

Preset

预置

Here you can select a preset for the processing of a Normal map. If the Normal Map is encoded in object space, select C4D Object Space. The options for Flip X, Flip Y and Flip Z will be adapted accordingly, as will the Space setting. The same applies for the Presets C4D Tangent Space and C4D World Space. If you want to define the Space setting and the evaluation of the RGB color channels yourself, select Custom in the Presets menu.

在这里您可以选择一个预设置来处理法线贴图。如果“法线贴图”是在对象空间中编码的,请选择 C4D 对象空间。翻转 x,翻转 y 和翻转 z 的选项将相应调整,空间设置也是如此。这同样适用于预设 C4D 切线空间和 C4D 世界空间。如果要自己定义空间设置和 RGB 颜色通道的计算,请在预设菜单中选择“自定义”。

General instructions for use of the preset system can be found here

使用预置系统的一般说明可以在这里找到

Flip X
Flip Y
Flip Z
Swap Y and Z

交换 y 和 z

Since the generation of Normal textures is not standardized, many programs have their own way of doing things, e.g., sometimes the green color component defines the Y direction and sometimes the blue. In order to ensure maximum compatibility, you can swap each color component here.

由于普通纹理的生成没有标准化,许多程序都有自己的处理方式,例如,有时候绿色组件定义 y 方向,有时候定义蓝色。为了确保最大的兼容性,你可以在这里交换每个颜色分量。

For the most commonly used Space, Tangent, the following rule of thumb applies:

对于最常用的空间---- 切线,应用以下的经验法则:

  • If the Normal texture is primarily light green, enable the Swap Y and Z option 如果普通纹理主要是浅绿色,则启用交换 y 和 z 选项
  • If the Normal texture is primarily light blue, disable the Swap Y and Z option 如果“正常”纹理主要是浅蓝色,则禁用“交换 y 和 z”选项

Space

太空

The direction of the Normals can be defined by different axis systems, which can be selected from this menu.

法线的方向可以通过不同的轴系统来定义,这些轴系统可以从菜单中选择。

  • Object 对象: Here the object coordinate system will be used for defining the Normal direction. These textures primarily have rainbow colors. This mode is well suited for objects that will not be deformed. : 在这里,对象坐标系将用于定义法线方向。这些纹理主要是彩虹色的。这种模式非常适合于不会变形的物体
  • World 世界: Here the world coordinate system is used to define the Normal direction. This is suited only for static, inflexible objects. These textures will also contain all colors of the rainbow. : 这里世界坐标系被用来定义法线方向。这只适用于静态的、不灵活的对象。这些纹理也将包含彩虹的所有颜色
  • Tangent 切线: This is the most commonly used method. Here the Normal direction is defined in relation to the underlying surface. This is the ideal method for objects that are deformed (character animation). These textures are recognizable by their primarily light blue or light green coloring – these are the areas in which the Normals lie perpendicular to the surface. : 这是最常用的方法。在这里,法线方向与下垫面的关系被定义。这是对物体变形(人物动画)的理想方法。这些纹理主要是浅蓝色或浅绿色——这些是法线垂直于表面的区域