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Banji ShaderBasic 基础Diffuse 漫反射Specular 1 镜面1Specular 2 镜面2Specular 3 镜面3Transparency 透明度Reflection 反思Environment 环境Ambient 环境Roughness 粗糙度Anisotropy 各向异性Illumination 照明Esoterica 女名女子名Assign 分配

Diffuse

漫反射

Surface Color

表面颜色

The Diffuse group applies to the currently selected surface in the surface combo box below the preview.

漫反射组应用于预览下方的表面组合框中当前选定的表面。

Color sets the base diffuse color of the surface.

颜色设置表面的基本漫反射颜色。

Algorithm

算法

Specifies which illumination model will be used. The drop-down list provides for two choices, including Internal, which is the standard Lambertian model, and the Oren Nayar model, which provides for a roughness variable, allowing the user to go from simple surfaces (0 Roughness, identical to Lambertian), to complex rough surfaces (100% + Roughness, which provides for a surface, such as linen or dirt).

指定将使用哪个照明模型。下拉列表提供了两个选择,包括 Internal,这是标准的 Lambertian 模型,以及 Oren Nayar 模型,它提供了一个粗糙度变量,允许用户从简单的表面(0糙度,相同于 Lambertian)到复杂的粗糙表面(100% + 糙度,提供了一个表面,如亚麻布或灰尘)。

Roughness[0..200%]

粗糙度[0. . 200% ]

Dictates how rough the Oren Nayar illumination model will be. Zero is no roughness while 100% or greater is very rough. Experimentation is required to fully understand this parameter. This option is only available if Oren Nayar is selected in the Algorithm drop-down list.

指出奥伦 · 纳亚尔的照明模型将会有多么粗糙。零是没有粗糙度,而100% 或更大是非常粗糙。要充分理解这个参数,需要进行实验。此选项仅在 Oren Nayar 在“算法”下拉列表中被选中时可用。

Surface Illumination[0..1000%]

表面照明[0. . 1000% ]

Scales the Diffuse Color to produce attenuation in the illumination of the surface (this simply means it makes the color darker when the value is close to zero and brighter when the value is closer to 100% or above). If you are utilizing the Oren Nayar illumination algorithm you may want to bump up the illumination about 10% to 20% because it renders darker usually. Appropriate values are between 0% and 200%.

缩放漫反射颜色以产生表面光照衰减(这只是意味着当值接近零时颜色变暗,当值接近100% 或以上时颜色变亮)。如果你使用奥伦纳亚照明算法,你可能会想要提高照明约10% 至20% ,因为它渲染暗通常。适当的值在0% 到200% 之间。

Contrast[-1000..1000%]

对比度[-1000. . 1000% ]

Provides contrast for the result of the diffuse sample color. Zero causes no effect, 0.0% - 100% causes standard contrast, above 100% causes a wrap contrast (the values that go above 100% wrap around to 0% again, used to create the Candy materials), negative values provide an inverse contrast that simulates materials that seem luminescent, such as silver. Appropriate values are 500% to 500%.

为漫反射样本颜色的结果提供对比度。零不会产生影响,0.0%-100% 会产生标准对比度,超过100% 会产生环形对比度(超过100% 的值又环形到0% ,用于创建糖果材质) ,负值提供一个反向对比度,模拟发光材质,如银。适当的数值为500% 至500% 。

Volume Color

体积颜色

This defines the Volume color for the object. Thus you can set the Diffuse Color and Volume Color separately.

这定义了对象的体积颜色。因此你可以分别设置漫反射颜色和体积颜色。

Volume Illumination[0..1000%]

体积照明[0. . 1000% ]

Scales the Surface Color to produce attenuation in the illumination of the surface (this simply means it makes the color darker when the value is close to zero and brighter when the value is closer to 100% or above). If you are using the Oren Nayar illumination algorithm, you may want to bump up the illumination by about 10% to 20% because it renders darker usually. Appropriate values are between 0% and 200%.

缩放表面颜色以产生表面光照衰减(这只是意味着当值接近零时颜色变暗,当值接近100% 或以上时颜色变亮)。如果你正在使用 Oren Nayar 照明算法,你可能会想要把照明提高10% 到20% ,因为它通常呈现较暗的效果。适当的值在0% 到200% 之间。

Shadow Opacity[0..100%]

阴影不透明度[0. . 100% ]

This parameter is used to scale the shadow opacity. Keep in mind that this changes the shadow opacity for every surface intercepted by the ray, meaning that going through the surface twice causes the shadow to be twice as dark.

此参数用于缩放阴影的不透明度。请记住,这会改变被光线拦截的每个表面的阴影不透明度,这意味着穿过表面两次会导致阴影的黑暗程度增加一倍。