open all | close all

Substance Engine

物质引擎

Here you will find the preferences settings for the Substance function.

在这里,您将找到物质功能的偏好设置。

Version

版本

This is the Substance Engine version, which only serves informational purposes.

这是物质引擎版本,只提供信息目的。

Active Substance Engine

活性物质引擎

This is also purely informative.

这也是纯粹的信息。

Details can be found under Running Cinema 4D (see below). If you change engines a prompt will be displayed showing which engine will be used the next time Cinema 4D is started.

详情请参阅C4D(见下文)。如果你更换引擎一个提示将显示哪个引擎将被使用的下一次C4D 开始。

Create material on import

在导入时创建材质

Here you can define if a material should be created right away when a Substance file is loaded, which will then be listed as an asset in the Substance Asset Manager.

在这里,您可以定义是否应该在加载 Substance 文件时立即创建材质,然后将其作为资产列在 Substance Asset Manager 中。

The following options are available:

以下方案可供选择:

  • None 没有: No material will be created * 不创造任何材质
  • Standard; Metallic; Glossy 标准的; 金属的; 光滑的: A standard, metallic or glossy material will be created : 制成标准、金属或光滑的材质
  • Auto 自动: The following materials will be created based on the texture provided by the asset: If metallic AND rough, a metallic material will be created; if glossy then a glossy material will be created; if none of these combinations exists, a standard material will be created. 下列材质将根据资产提供的纹理创建: 如果金属和粗糙,则创建金属材质; 如果光滑,则创建光滑材质; 如果不存在这些组合,则创建标准材质

Details about metallic, glossy and standard materials can be found here.

有关金属、光泽和标准材质的详细资料,请参阅这里。

Sampling

抽取样本

This setting should be familiar to you from the normal Cinema 4D textures when working with bitmaps. Details can be found under Interpolation. MIP and SAT mapping are not supported.

在使用位图时,这个设置应该是你在正常的 Cinema 4D 纹理中所熟悉的。详细信息可以在插值下找到。不支持 MIP 和 SAT 映射。

Disk Cache Mode

磁盘缓存模式

Use this setting to define if a hard drive cache should automatically be written/read (see also Disk Cache menu).

使用此设置定义是否应自动写入/读取硬盘驱动器缓存(请参阅磁盘缓存菜单)。

The following options are available:

以下方案可供选择:

  • Off 关掉: The disk cache will not be used. This will result in some scenes taking very long to load. : 不会使用磁盘缓存。这将导致一些场景需要很长时间才能加载
  • Read 阅读: The disk cache will be loaded automatically when the scene is loaded. Apart from that, nothing will be saved automatically. You have complete control over the disk cache. However, the textures and the settings may not be synchronized correctly for newly loaded scenes, which can become evident when the scene is rendered. It will be faulty. What can help is calling up the : 场景加载时,磁盘缓存将自动加载。除此之外,没有任何东西会被自动保存。您可以完全控制磁盘缓存。然而,对于新加载的场景,纹理和设置可能无法正确同步,这在场景渲染时会变得很明显。它会出错。可以帮助我们的是召唤Reload Substances 重新载入物质 command (Substance Asset Manager: File menu) or changing the asset settings (the textures will be updated in the RAM). 命令(物质资产管理器: 文件菜单)或更改资产设置(纹理将在 RAM 中更新)
  • Read+Write 读 + 写: The disk cache will be read automatically when the scene is loaded and the textures of modified assets will be saved automatically when the file is saved. 当场景加载时,磁盘缓存将自动读取,当文件保存时,被修改资产的纹理将自动保存

Disk Cache Format

磁盘缓存格式

Use this setting to define the format in which the asset textures should be saved in the disk cache.

使用此设置定义资产纹理应该保存在磁盘缓存中的格式。

Note that compression artifacts can be created in JPEGs of the smallest possible file size, which can be visible when rendered. PNG and TIFF can be saved loss-free, whereby TIFF is not compressed at all.

请注意,压缩构件可以在 jpeg 中创建,其文件大小可以尽可能小,并且在呈现时可以看到。PNG 和 TIFF 可以保存无损失,即 TIFF 根本不被压缩。

Asset textures saved in other formats will be ignored by the Substance Cache System. These should be deleted manually to reduce the overall size of your scene’s directory. Note also that 16/32-bit support only works in the respective formats if the format is also supported: TIFF up to 32-bit, PNG up to 16-bit and JPEG 8-bit.

以其他格式保存的资产纹理将被物质缓存系统忽略。这些应该手动删除,以减少整个场景的目录大小。还要注意的是,如果支持16/32位格式,那么16/32位支持只能在各自的格式中工作: TIFF 最高可达32位,PNG 最高可达16位,JPEG 8位。

Cache Shaders for Viewport

用于 Viewport 的缓存着色器

If animations run slow in the Viewport when substances are used (see also here), enabling this option can help speed things up (however, only if the asset’s texture resolution (mostly in the Basic Properties tab is not equal to that of the material (Viewport tab). A pre-rendered bitmap will then be cached for each Substance shader that is applied, which speeds up the Viewport view. A disadvantage is the increased amount of RAM that is required.

如果在 Viewport 使用物质时动画运行缓慢(见这里) ,启用这个选项可以帮助加快速度(但是,只有当资产的纹理分辨率(主要是在基本属性标签不等于材质(Viewport 标签))。然后为每个应用的物质着色器缓存一个预先呈现的位图,这加快了 Viewport 视图的速度。缺点是需要增加 RAM 的数量。

Output Channel Preview Size

输出通道预览大小

This setting defines the size of the asset texture preview that is displayed in the Attribute Manager.

此设置定义在属性管理器中显示的资产纹理预览的大小。

Content Browser preview

内容浏览器预览

An asset can be dragged and dropped into the Content Browser’s preset library. Since presets have a preview image, these options can be used to define how they should look:

可以将资产拖放到 Content Browser 的预设库中。因为预设有一个预览图像,这些选项可以用来定义它们应该是什么样子:

  • Rendered 呈现: Rendered on a sphere : 渲染在球面上
  • Output Channel Mosaic 输出通道马赛克: Displayed as a surface mosaic with all output channels : 显示为所有输出通道的表面拼图

Running Cinema 4D

跑步Cinema 4D

Here you can switch between software (CPU) rendering (SSE2) and accelerated graphics cards (GPU) rendering (OpenGL on macOS or Direct3D on Windows) for the assets. The GPU acceleration refers to the rendering of the output channels, e.g., when parameters are modified.

在这里,您可以在软件(CPU)渲染(SSE2)和加速图形卡(GPU)渲染(macOS 上的 OpenGL 或 Windows 上的 Direct3D)之间切换资产。GPU 加速指的是输出通道的呈现,例如,当参数被修改时。

The following should be noted:

应注意以下几点:

  • The output channels often differ from one another due to differing render methods between CPU and GPU (e.g., differences in detail such as a different grain (noise), among other things). These are for the most part not identical! Make sure the same engines are used when using Team Render (see next section). 由于 CPU 和 GPU 之间呈现方法的不同,输出通道常常彼此不同(例如,细节上的差异,比如不同的纹理(噪声)等等)。这些基本上是不一样的!确保在使用 Team Render 时使用相同的引擎(见下一节)

If a different engine is selected, Cinema 4D must be restarted. The engine currently being used is displayed at the top of the menu in the Active Substance Engine field. A warning prompt will be displayed in the Substance Asset Manager if a different engine is selected and Cinema 4D has not yet been restarted.

如果选择了不同的引擎,Cinema 4D 必须重新启动。当前正在使用的引擎显示在活性物质引擎字段的菜单顶部。如果选择了不同的引擎并且 Cinema 4D 尚未重新启动,那么将在 Substance Asset Manager 中显示一个警告提示。

Team Render Clients
Synchronize Team Render Clients

团队渲染客户端/同步团队渲染客户端

This selection menu can only be defined in the Team Render Server.

此选择菜单只能在 teamrender 服务器中定义。

As explained in the text field below, all Clients must use the same engine when running Team Render because render results can differ if different engines are used.

如下面的文本字段所解释的,所有客户端在运行 Team Render 时必须使用相同的引擎,因为如果使用不同的引擎,渲染结果可能会不同。

Instead of running to each Client, the settings can simply be defined in the Team Render for all Clients. Don’t forget to click on the Synchronize Team Render Clients button. Afterwards, all Team Render Clients must be restarted (this can be easily done in the Team Render Server interface in the Network menu), which should then all be using the same engine.

这些设置可以简单地在 teamrender 中为所有客户端定义,而不是运行到每个客户端。不要忘记单击 Synchronize Team Render Clients 按钮。然后,必须重新启动所有 teamrender 客户端(这可以在“网络”菜单中的 teamrender 服务器接口中轻松完成) ,然后应该使用相同的引擎。

What if Clients don’t have the required engine? In this case, other available engines will be used.

如果客户没有所需的引擎怎么办? 在这种情况下,将使用其他可用的引擎。

This will be done in the following order:

这项工作将按以下顺序进行:

  • macOS: Direct 3D -> OpenGL -> SSE2 : Direct 3D-> OpenGL-> SSE2
  • Windows 窗户: OpenGL -> Direct 3D 11 -> Direct 3D 10 -> Direct 3D 9 -> SSE2 : : OpenGL-> Direct 3D 11-> Direct 3D 10-> Direct 3D 9-> SSE2

If the defined engine is not available, the next engine in the order described will be used. Example: The Team Render Server requires OpenGL, and a Windows Client can’t accommodate this, so it uses Direct 3D 11. If the Client also doesn’t have Direct 3D then SSE2 will be used.

如果定义的引擎不可用,则使用所述顺序的下一个引擎。例如: Team Render Server 需要 OpenGL,而 Windows 客户端无法满足这一要求,所以它使用了 Direct 3D 11。如果客户端也没有直接3D,那么将使用 SSE2。

If different engines have to be used, an error prompt will be displayed (either in a separate window or in the Team Render Server console).

如果必须使用不同的引擎,将显示一个错误提示(在单独的窗口中或在 teamrender Server 控制台中)。