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帮助文档—C4D反射通道

發布時間:2024/3/24 编程问答 43 豆豆
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Reflectance【反射】

Layer Tab 【圖層選項卡】 ? ? ? ?
? Layer Color【顏色圖層】
? Layer Mask【層遮罩】
? Layer Anisotropy 【各向異性】
? Layer Cloth【織物】
? Layer Fresnel 【菲涅耳】
? Layer Sampling 【圖層采樣】
? Layer * Transparency 【透明層】
? Other Tabs?【其他選項卡】

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General【總結】

The Reflectance channel is an enhanced version of the previous Reflection channel. The following modifications were made for R16【反射通道是先前反射通道的增強版本。對r16進行了以下修改: 】

  • Due to their similarity, the Reflection and Specular channels were merged.【由于它們的相似性,反射和鏡面反射通道被合并 】
  • Reflections/specular highlights can be organized in stacked layers.【反射/鏡面高光可以按堆疊層組織 】
  • Numerous properties can now be defined per Reflectance layer. Many of these properties were available as separate material channels (Bump, Normals, etc.) or shaders (Fresnel reflections) prior to R16.【現在可以為每個反射層定義許多特性。其中許多屬性在R16之前可用作單獨的材質通道(凹凸、法線等)或菲涅爾反射】
  • Very many properties can now be controlled per texture.【現在每個紋理可以控制很多屬性】
  • New functions such as various reflectance models, anisotropic, textiles, color bleeds at the edge of a reflection, etc.【新功能,如各種反射模型、各向異性、織物、反射邊緣的色斑等】
使用反射通道可以創建美觀的堆疊、反射甚至刮傷的漆面或布料

In short, the Reflectance channel leaves almost nothing to be desired with regard to reflections. Materials such as car or metallic lacquer that are made up of several layers, each of which reflect light differently, are now easy to create. Simply stack the respective Reflectance layers. What’s more, presets are also available that can be used to create a wide range of physically correct reflective metallic surfaces.【簡而言之,反射通道對反射幾乎沒有任何要求。像汽車或金屬漆這樣由幾層組成的材料,每層反射的光線不同,現在很容易制造出來。只需疊加各個反射層。此外,還可以使用預設來創建各種物理上正確的反射金屬表面。】

Additional differences to the previous system【與以前版本的其他差異】

The Reflectance channel differs somewhat from the normal material system【反射通道有所不同】

Traditionally you had:【舊版本上有:】

  • the Color channel that reflected real light sources (diffuse).【顏色通道,反射真實光源(漫反射)。】
  • the Specular channel, which also reflected real light sources (even if the specular highlight couldn’t actually be made to appear physically correct with regard to its shape and intensity).【高光通道,也反射真實光源(即使高光反射高光的形狀和強度實際上無法使其看起來在物理上正確)】
  • the Reflection channel, which reflected the environment.【反射通道】

These 3 channels are the most important for creating a material (all other channels are basically only used to create special or enhanced effects). As you can see, these channels all produce a reflective effect, even though they each have a different name.【這3個通道對于創建材質最為重要(所有其他通道基本上只用于創建特殊或增強效果)。如您所見,這些通道都會產生反射效果,盡管它們各自有不同的名稱】

With the introduction of CINEMA?4D R16, these three reflective effects (and more: each layer can have its own Alpha, Bump or Normals channel) are combined into a single channel (but don’t worry, you can still maintain your previous workflow - all previous functionality still exists: see the Tip below). Theoretically, it is now possible to define a material only using the Reflectance channel, which means that the Color channel can be ignored in some cases. However, this should not be done across the board.【隨著C4D R16的引入,這三種反射效果(以及更多:每個層可以有它自己的alpha、凸點或法線通道)被組合成一個單一的通道(但是不用擔心,你仍然可以保持你以前的工作流程——所有以前的功能仍然存在:見下面的提示)。理論上,現在可以僅使用反射通道定義材質,這意味著在某些情況下可以忽略顏色通道。然而,這不應該是全面的。】

On the one hand, special effects that were previously difficult to create - such as car lacquer, stacked specular highlights, etc. - can be created using the Reflectance channel. On the other hand, Global Illumination bases its function on the Color channel’s settings (and not on reflections) and cannot do without the Color channel. Furthermore, real diffuse reflections are much more complex to render than are those generated using the Color channel.【一方面,可以使用反射通道創建以前難以創建的特殊效果,例如汽車漆、堆疊的鏡面高光等。另一方面,全局照明的功能基于顏色通道的設置(而不是反射),沒有顏色通道是不行的。此外,真實的漫反射比使用顏色通道生成的漫反射要復雜得多。】

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How can a metallic look be created?【如何創建一個反映環境的金屬汽車漆?】

We’ll use an example with 2 layers: a metallic, sparkling effect with a clear coat layer on top.【我們將使用一個有兩圖層的例子:金屬的,閃閃發光的效果,上面有一層透明的涂層。】

反映環境的金屬汽車漆

?詳細教程連接:https://blog.csdn.net/heechul8/article/details/102630878。

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Where are the color, bump and specular textures added? 【顏色、凹凸和高光反射紋理添加到哪里?】

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Textures are often available as separate color, bump or specular bitmaps.【紋理通常可用作單獨的顏色、凹凸或高光反射位圖。?】

These can be loaded as follows:【可按如下方式加載:】

  • Load the color texture into the Color channel (Texture) as usual.【像往常一樣將紋理加載到顏色通道的紋理】
  • Load the bump texture into the Bump Strength menu’s Custom Texture field (Custom Bump Map Mode).【將凹凸紋理加載到凹凸強度菜單的自定義紋理字段(自定義凹凸貼圖模式)】
  • Load the specular highlight texture into the Layer Color menu’s Texture field.【將高光反射紋理加載到層顏色菜單的紋理字段中】

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If you want to get the most out of a bump texture it can also be loaded into a Normalizer shader’s Custom Normal Map field in the Bump Strength menu.【如果要充分利用凹凸紋理,也可以將其加載到“凹凸強度”(Bump Strength):模式:自定義法線貼圖,紋理字段:法線生成】

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