
Roughness
粗糙度
Used to add bump or grit to the material. Some of these settings are not available for the Banji shader, because Banji has a channel to create wood structures.
用于在材质中添加凸起或粗砂。其中一些设置是不可用的班吉着色器,因为班吉有一个渠道,以创建木材结构。
幅度[-1000. . 1000% ]
Scales the amplitude of the bump algorithm. The appropriate range is 0.0001% to 1,000%.
缩放凹凸算法的振幅。适当的范围是0.0001% 到1000% 。
增量[0. . + ∞% ]
Delta is a scaling factor to use in sampling the texture for evaluating slope to be used in evaluating the bump. This allows you to get very sharp bump with minute detail that is not possible with the standard static bump delta.
增量是一个比例因子,用于采样纹理来评价斜坡,用于评价凹凸。这允许你得到非常尖锐的撞击与分钟的细节是不可能的标准静态撞击三角洲。
撞击剪切
The noise is calculated in a range of 0% - 100%. These values clip that range to provide for bumps with plateaus (like certain stuccos).
噪声的计算范围为0%-100% 。这些值修剪范围,以提供颠簸与高原(如某些灰泥)。
低剪辑[0. . 100% ]
Low Clip defines the low boundary for the clip (no bump under this value).
低剪辑定义剪辑的低边界(此值下没有凹凸)。
高剪辑[0. . 100% ]
High Clip defines the high boundary for the clip (no bump over this value).
高剪辑定义剪辑的高边界(没有超过此值的凹凸)。
粗砂颜色
These controls set the color used as a base to attenuate (multiply by) the specular, diffuse, reflection, environment and ambient results. Negative values invert the grit application. The appropriate range is -200% - 200%.
这些控制设置颜色用作基地衰减(乘以)镜面,漫反射,反射,环境和环境结果。负值将砂砾应用程序颠倒过来。适当的范围是 -200%-200% 。
毅力[-200. . 200% ]
Use this setting to define the visibility of bumpy areas.
使用此设置定义颠簸区域的可见性。
粗砂[0. . 100% ]
Low Clip defines the low boundary for the clip (no bump under this value).
低剪辑定义剪辑的低边界(此值下没有凹凸)。
粗砂夹[0. . 100% ]
Color will be set to 1 if clipping is greater than or even to this value.
如果剪裁大于或者甚至大于这个值,颜色将被设置为1。