
Inputs
投入
投影
This setting defines the direction of the shape from which the coordinates will be calculated. The system’s position and rotation will orient themselves according to the Coordinate System defined. The following Projection options are available:
此设置定义将从中计算坐标的形状的方向。系统的位置和旋转将根据坐标系定义自己的方向。下列推算方案可供选择:
- None (use 3D coordinates) 无(使用3D 坐标): The UV coordinates lie parallel to the XY axis of the selected Coordinate System. The origin, however, lies at the object axis system’s position by default. Individual settings for selection the number and orientation of the texture tiles are not available. : 紫外线的坐标平行于选定坐标系的 XY 轴。然而,原点默认位于目标轴系统的位置。没有用于选择纹理块的数量和方向的单独设置
- Spherical 球形的: The coordinates wrap themselves spherically around the object. The wrapping will always start the object’s X axis. The center point of the spherical wrap lies at the object system’s position by default. The polygon locations of the texture sphere lie along the Y axis of the defined Coordinate System. : 坐标以球状围绕物体。包装将始终启动对象的 x 轴。球面包装的中心点默认位于目标系统的位置。纹理球体的多边形位置沿着定义的坐标系的 y 轴
- Cylindrical 圆柱形: Works similarly to Spherical only that the texture coordinates are not deformed spherically in the direction of the cylinder’s caps surfaces but run parallel to the Y axis of the defined Coordinate System. : 类似于球面,只是纹理坐标不变形的球面方向的圆柱帽表面,但运行平行于 y 轴的定义的坐标系
- Flat 单位: The UV coordinates run parallel to the XYY axes of the defined Coordinate System. Different from the None option, the origin of the UV coordinates will be offset so that the center of the first texture tile lies over the origin of the defined Coordinate System. : 紫外线坐标与定义的坐标系的 XYY 坐标轴平行。与 None 选项不同的是,UV 坐标的原点将被偏移,这样第一个纹理贴图的中心位于定义的坐标系的原点之上
- Cubic 立方体: Reflects the function of the Flat option only that the projection will take place along all six axis directions of the defined Coordinate System (+/- X, +/- Y, +/- Z). * 只反映平面选项的功能,即投影将沿所定义坐标系的所有6个轴方向(+/-x,+/-y,+/-z)进行
- Frontal 额叶: Projects the texture coordinates parallel to the active camera view in the scene. The Coordinate System reflects that of the active camera. The aspect ratio of the projection is based on the ratio between the width and the height of the render resolution. 将纹理坐标投影到场景中活动的相机视图上。坐标系反射出活动相机的光线。投影的长宽比是基于渲染分辨率的宽度和高度之间的比率
- Spatial 空间: Very similar to Flat projection but simultaneously offsets the coordinates in the projection direction and diagonally to mitigate the smudging that typically takes place at the object edges. : 非常类似于平面投影,但同时在投影方向和对角线上偏移坐标,以减轻通常发生在对象边缘的模糊
- Shrink Wrap 收缩包装: Projects the texture tile’s center point onto the origin and along the Z axis of the defined Coordinate System. The surrounding areas of the texture coordinates will then be placed over the object spherically like a rubber skin all the way to the opposite side. This option bears the advantage over Spherical mapping in that the center of projected textures remains relatively undistorted and no visible seam is created between the projection’s poles. However, the disadvantage is that, due to the distortion, larger regions at the edges of the projected texture can no longer be used. 将纹理贴片的中心点投影到原点,并沿着定义的坐标系的 z 轴投影。纹理坐标的周围区域将被放置在对象的球体上,就像一个橡胶皮肤一直到对面。这个选项承担了相对于球形贴图的优势,因为投影纹理的中心保持相对不变形,投影的两极之间没有可见的缝隙。然而,缺点是,由于变形,投影纹理边缘较大的区域不能再使用
- Camera Mapping 相机测绘: This reflects the Frontal mapping function only that any Camera can be used for the projection. The desired aspect ratio must, however, be defined using the Film Aspect setting since this is not necessarily identical to the aspect ratio defined in the Render Settings. Pixel Aspect defines the aspect ratio of the image pixels. As a rule, this value can be left at 1. : 这反映了额叶映射功能,只有任何相机可以用于投影。但是,所需的纵横比必须使用胶片纵横设置来定义,因为这不一定与渲染设置中定义的纵横比相同。像素纵横定义图像像素的纵横比。通常,这个值可以保留在1处
Camera
Film Aspect[0.1..10]
Pixel Aspect[0.1..10]
[0.1. . 10]像素外观[0.1. . 10]
相机测绘。
坐标系
Defines the origin and the orientation of the axis system with which the Context is projected. The following options are available:
定义用于投影上下文的轴系统的原点和方向。以下方案可供选择:
- World 世界: The global world axis system will be used. The projection will be uncoupled completely from the position of the textured object. * 将使用全球世界轴系统。投影将从纹理对象的位置完全解耦
- Object 对象: The object axis system will be used. This is normally also the Material tag’s axis system. : 将使用对象轴系统。这通常也是材质标签的轴系统
- Texture 纹理: The Material tag’s projection will be used as a basis. 材质标签的投影将作为基础
- Camera 相机: The active render camera will be used as a reference. The projection will be uncoupled from the object here as well. : 活动渲染相机将用作参考。这个投影也将与这个物体分离
参考尺寸[-∞ . . + ∞ m ]
This is the actual measure of the edge length of a cubic texture projection. This value is also the basis for the Additional Transform(s) such as Scale.
这是三次纹理投影的边缘长度的实际测量值。此值也是诸如 Scale 之类的附加变换的基础。
附加变换
If this option is enabled, the position, scale and rotation of the Projection can be further affected. This can be used to deviate from the defined Coordinate System and, for example, create irregularly scaled texture tiles. These settings can be modified directly at the Node or linked using existing inputs.
如果启用此选项,则会进一步影响投影的位置、比例和旋转。这可以用来偏离定义的坐标系,例如,创建不规则缩放的纹理贴图。这些设置可以在 Node 上直接修改,或者使用现有的输入进行链接。
位置[ XYZ m ]
Offsets the projection along the axes of the defined Coordinate System.
偏移沿着定义的坐标系轴线的投影。
比例尺[ XYZ ]
Scales the texture tile. The values are multipliers of the Reference Size value.
缩放纹理块。这些值是参考尺寸值的乘数。
旋转[ HPB ° ]
Rotates the texture tile.
旋转纹理贴图。
旋转顺序
Defines the axis system and the order for the rotation of the texture tile. The Local options refer to the axes of the defined Coordinate System. The Global options use the world coordinate system.
定义纹理贴图的轴系和旋转顺序。局部选项引用已定义的坐标系轴。全球选项使用世界坐标系。
局部偏移量[% ]
Offsets the texture tile along the U and V directions relative to the projection origin. The percentage values refer to the Reference Size, which may have also been adjusted via the Scale values.
沿着相对于投影原点的 u 和 v 方向偏移纹理贴图。百分比值是指参考尺寸,也可能已经通过比例值进行了调整。
本地长度[% ]
This setting defines the percentage scaling of the projection within the texture tile.
此设置定义了纹理贴图中投影的百分比缩放。
Local Rotation[-5729577951308232523776..5729577951308232523776°]
本地轮流[-5729577951308232523776.5729577951308232523776 ° ]
This is the projection’s rotation within the texture tile. For irregularly scaled texture tiles, this can lead to distortions of the projection.
这是纹理贴图中投影的旋转。对于不规则缩放的纹理贴片,这会导致投影的畸变。
本地枢轴[% ]
Offsets the point of reference for the modifications in length via the Local Length values, and modifies the rotation via the Local Rotation setting. Has no relevance for the Local Offset setting.
通过局部长度值偏移修改长度的参考点,并通过局部旋转设置修改旋转。与本地偏移量设置无关。
局部重复[ XYZ ]
This is the number of repetitions of the projection within a texture tile. The projection’s aspect ratio may also be affected. Local Repetitions set to 1 will halve two repetitions, e.g., in the U direction since two repetitions must then take place in the U direction within the texture tile.
这是纹理贴图中投影的重复次数。投影的长宽比也可能受到影响。设置为1的局部重复将减半两次重复,例如,在 u 方向,因为两次重复必须在纹理贴图中的 u 方向进行。
局部贴花 v
If enabled, the repetitions will be restricted to the respective direction. All parts of the surface that lie outside of the texture tile will no longer be taken into consideration.
如果启用,重复将限制在各自的方向。在纹理贴片之外的表面的所有部分将不再被考虑。
本地模式
If the Local Decal option is enabled in the respective direction, these settings can be used to define how the repetition of the texture tiles in the U and V direction should be calculated:
如果在相应的方向启用了 Local Decal 选项,这些设置可以用来定义如何计算 u 和 v 方向的纹理块的重复:
- Clamp: The UV coordinates will be clamped between 0 and 1, which results in the colors at the texture tile’s edges being repeated. 夹具: 紫外线坐标将夹持在0和1之间,这将导致纹理瓷砖的边缘的颜色被重复
- Extend: When enlarged, the components of the texture tile that extend beyond the tile will be added to the opposite side. If scaled down, a repetition will take place on the tile, comparable with the Material tag’s Tile mode. Differences between the Extend and Repeat options are primarily visible on 3D structures such as Noise, which will then behave like an image and therefore also show hard edges between the repeated tiles. If a bitmap is used, the Extend option will work like the Repeat option. 扩展: 当扩大时,纹理贴片的组成部分会扩展到相反的一边。如果缩小,一个重复将发生在瓷砖上,类似于材质标签的瓷砖模式。扩展选项和重复选项之间的差异主要是可见的3D 结构,如噪音,这将表现得像一个图像,因此也显示硬边之间的重复瓦片。如果使用位图,扩展选项将像重复选项一样工作
- Repeat: Repeats the texture tile. This reflects the typical Tile mode in the Material tag. 重复: 重复纹理贴图。这反映了材质标签中的典型贴图模式
- Mirror: Repeats the texture tiles whereby every other tile will be displayed mirrored. 镜像: 重复纹理瓷砖,其他瓷砖将被镜像显示
- Extend 扩展: When enlarged, the components of the texture tile that extend beyond the tile will be added to the opposite side. If scaled down, a repetition will take place on the tile, comparable with the Material tag’s Tile mode. Differences between the Extend and Repeat options are primarily visible on 3D structures such as Noise, which will then behave like an image and therefore also show hard edges between the repeated tiles. If a bitmap is used, the Extend option will work like the Repeat option. : 当放大时,纹理贴图的组成部分延伸到贴图之外的部分将被添加到对面。如果缩小,一个重复将发生在瓷砖上,类似于材质标签的瓷砖模式。扩展选项和重复选项之间的差异主要是可见的3D 结构,如噪音,这将表现得像一个图像,因此也显示硬边之间的重复瓦片。如果使用位图,扩展选项将像重复选项一样工作
- Repeat 重复: Repeats the texture tile. The reflects the typical Tile mode in the Material tag. : 重复纹理贴图。在 Material 标签中反映了典型的 Tile 模式
- Mirror 镜子: Repeats the texture tiles whereby every other tile will be displayed mirrored. : 重复纹理贴片,其他每个贴片都会被镜像显示