Basic Properties
基本属性
太空

Select the coordinate system that should be used to code the coordinates
选择应该用于编码坐标的坐标系
世界
The calculation will be made from the world origin outward. This is the most commonly used mode (often also referred to as, World Position Pass’ or, WPP’).
计算将从世界原点向外进行。这是最常用的模式(通常也称为“世界位置通行证”或“ WPP”)。
相机
The calculation will be made from the camera’s coordinate system outward.
计算将从相机的坐标系向外进行。
对象
The calculation will be made separately for each objec from its respective origin.
每个项目的计算将从其各自的起点分别进行。
频道顺序
Use this option to define which axis is assigned to which color channel. The most commonly used are RGB and BGR. Generally speaking, this sequence depends on the compositing application you decide to use.
使用此选项可定义将哪个轴分配给哪个颜色通道。最常用的是 RGB 和 BGR。一般来说,这个顺序取决于您决定使用的合成应用程序。
比例[0. . + ∞]
Use this setting to define the scaling for the coding.
使用此设置定义编码的缩放比例。
- A value of 的值1 represents a distance of 1cm in the Project in the Position Pass channel. 代表工程项目中位置通道内1厘米的距离
- A value of 的值0.1 represents a distance of 1mm in the Project in the Position Pass channel. 表示工程项目中位置通道内的1毫米距离
Depending on the compositing application used, the Z axis will be calculated differently. Many applications have the Z axis as facing to the front (in Cinema 4D the Z axis faces to the rear), which means you would have to enable this option.
根据使用的合成应用程序不同,z 轴的计算方法也不同。许多应用程序的 z 轴面向前方(在Cinema 4D 中,z 轴面向后方) ,这意味着你必须启用这个选项。