
Fusing
融合
The fusing channel controls the mixing of the two surfaces and the attributes of the interface between them. There is only one Fusing channel that is shared by and controls Surfaces 1 and 2.
融合通道控制两个表面的混合以及它们之间界面的属性。只有一个融合通道是共享和控制表面1和2。
纹理
Uses a standard texture (a bitmap or channel shader) for the fusing of the two surfaces.
使用标准纹理(位图或通道着色器)来融合两个表面。
投影
The projection type to use. The following are available to choose from and are functionally the same as Cinema 4D’s normal projections: Spherical, Cylindrical, Flat, Cubic, Frontal, Spatial, UVW and Shrink-Wrap.
要使用的投影类型。以下是可供选择的和功能相同的C4D 的正常投影: 球形,圆柱形,平面,立方体,正面,空间,UVW 和收缩包装。
Offset X[-∞..+∞%]
Offset Y[-∞..+∞%]
偏移量 x [-∞ . . + ∞% ]偏移量 y [-∞ . . + ∞% ]
Offset is the offset of the 2D texture in UV.
偏移量是2D 纹理在 UV 中的偏移量。
Length X[-∞..+∞%]
Length Y[-∞..+∞%]
长度 x [-∞ . . + ∞% ]长度 y [-∞ . . + ∞% ]
Length is the scaling of the 2D texture in UV.
长度是二维纹理在紫外线下的缩放。
Tiles X[-∞..+∞]
Tiles Y[-∞..+∞]
Tiles x [-∞ . . + ∞] Tiles y [-∞ . . + ∞]
Tiles is the tiling of the 2D texture in UV.
瓷砖是平铺的二维纹理在紫外线。
瓷砖
If enabled, the 2D texture will tile in UV the number of times specified in the Tiles X and Y values.
如果启用,2D 纹理将在 UV 瓷砖 x 和 y 值指定的次数。
无缝的
If Tiles is enabled, enabling Seamless causes the tiles to be mirrored so that they tile seamlessly.
如果 Tiles 启用,则启用 Seamless 将使 Tiles 被镜像,从而实现无缝拼接。
位置[ XYZ m ]
Position is the offset of the 3D texture space.
位置是三维纹理空间的偏移量。
大小[% ]
Size is the scaling of the 3D texture space.
大小是三维纹理空间的缩放。
旋转[ HPB ° ]
Rotation is the orientation of the 3D texture space.
旋转是三维纹理空间的方向。
粘贴标签
Pressing this button causes the settings of the currently selected Material tag in the Object Manager to be pasted into Nukei’s parameters. This makes it easier for you to create a projection using Real Time Texture Mapping and then just copy it in to use in Nukei.
按下这个按钮可以将物体管理器中当前选中的材质标签的设置粘贴到 Nukei 的参数中。这使得你更容易使用实时纹理映射创建一个投影,然后只是复制到 Nukei 使用它。
覆盖时间
If this option is enabled, the Time in seconds is overridden and can be keyframed in the Cinema 4D Timeline.
如果启用此选项,将重写以秒为单位的时间,并且可以在C4D 时间轴中设置键框。
速度[-∞ . . + ∞]
If Override Time is enabled, the time entered here will override the Cinema 4D time and can be keyframed. If Override Time is disabled, you can enter a Speed scaling to scale time used for animating the texture / shader.
如果超驰时间被启用,这里输入的时间将超越Cinema 4d 时间,可以被键框。如果禁用覆盖时间,您可以输入一个速度缩放,以缩放用于动画纹理/着色器的时间。
减少[0. . 100% ]
The falloff of the edge mix between Surface 1 and Surface 2. Large values cause the surfaces to blend together over a larger range, while smaller values cause a sharper break between the two surfaces.
表面1和表面2之间的边缘混合减少。较大的值会导致表面在较大的范围内混合在一起,而较小的值会导致两个表面之间更尖锐的断裂。
抵消[-100. . 100% ]
Offsets the boundary between the two surfaces, causing more of one surface or the other to show through.
偏移两个表面之间的边界,使一个表面或另一个表面的更多部分显示出来。
边缘阴影强度[0. . + ∞% ]
A darkening of the surfaces near the edge to give the appearance of shadowing caused by peeling and flaking.
剥落边缘附近的表面变暗,使其看起来像剥落和剥落造成的阴影。
Edge Shadow Falloff[-100..100%]
边缘阴影下降[-100. . 100% ]
Controls the width of the edge shadowing.
控制边缘阴影的宽度。
1 Bump Amplitude[-∞..+∞%]
2 Bump Amplitude[-∞..+∞%]
1 Bump 幅度[-∞ . . + ∞% ]2 Bump 幅度[-∞ . . + ∞% ]
The amplitude of the bump caused by the FUSER Texture in Surface 1 and Surface 2.
表面1和表面2中 FUSER 纹理引起的凹凸振幅。
1 Edge Width[0..100%]
2 Edge Width[0..100%]
1边缘宽度[0.100% ]2边缘宽度[0.100% ]
The width of the edging around the interface between Surface 1 and Surface 2 that protrudes into Surface 1 and Surface 2.
表面1和表面2之间的界面边缘的宽度突出到表面1和表面2。
1 Edge Bump Amplitude[-∞..+∞%]
2 Edge Bump Amplitude[-∞..+∞%]
1边缘撞击振幅[-∞ . . + ∞% ]2边缘撞击振幅[-∞ . . + ∞% ]
The bumping of Surface 1 and Surface 2 around the interface between Surface 1 and Surface 2.
曲面1和曲面2在曲面1和曲面2界面附近的碰撞。