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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

Transparency

透明度

Front Opacity[0..100%]

前面不透明度[0. . 100% ]

The opacity of the front surface. A value of 0% allows for no diffuse color or surface to show through (unless Roughness Intensity is not equal to zero). Values greater than zero allow the surface color to show through (which is the diffuse color).

前表面的不透明度。一个0% 的值允许没有漫反射颜色或表面显示通过(除非粗糙度强度不等于零)。大于零的值允许表面颜色显示通过(这是漫反射颜色)。

Back Opacity[0..100%]

回向不透明度[0. . 100% ]

The back surface opacity. The back surface works the same as the front surface opacity. Keep in mind that the back surface is affected by shadows also.

背面不透明。后表面的工作原理与前表面的不透明度相同。记住,背面也会受到阴影的影响。

Edge Opacity[0..+∞%]

边缘不透明度[0. . + ∞% ]

This causes the edges of an object that points further away from the camera to be more opaque. 0% creates no effect while values greater than zero add to the edge opacity.

这使得物体远离相机的边缘变得更加不透明。0% 不会产生任何效果,而大于零的值添加到边缘不透明度。

Refraction Index[0.25..4]

折射率[0.25. . 4]

The refractive index for the material.

材质的折射率。

Internal Reflection

内部反射

Allows refracted rays to reflect when appropriate.

允许折射光线在适当的时候反射。

Solid Object

固体物体

Makes the object a completely dense object instead of one surface. Disallows illumination, reflection, and environment to be evaluated for the second surface intercepted of the object.

使物体成为一个完全密集的物体而不是一个表面。不允许对被截取的物体的第二表面评估照明、反射和环境。