Manual/PartIII/Materials in practice

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User Manual: Contents | Guidelines | Blender Version 2.31

In this section we look at how to set up the various material parameters in Blender, and what you should expect as a result. 在这一节中我们看看在Blender中如何设置不同的材质参数,并将得到什么样的结果。

Add new material.
Add new material.

Once an Object is selected, by pressing the F5 key or Image:Manual-Part-III-MatButton.png, you switch to Shading context and the Material Buttons window appears. This window will appear terribly empty, unless the Object already has a material linked to it. If there is no linked material, add a new one with the menu button (Add new material.). 一旦选中一个物体,按F5键或者Image:Manual-Part-III-MatButton.png按钮,你就切换到了着色(明暗处理)上下文并且材质按钮窗口显示。如果这个物体没有材质链接的话,该窗口将会十分空白。如果没有链接的材质,用菜单按钮添加一个(添加新材质.)。 Once you have added a material the buttons will appear as shown in Material Buttons.. Four panels are present, left to right: a Preview panel, a Material panel, a Shader panel and a Texture panel. We will concentrate on the first three, for now. 一旦你添加了一个新材质,功能按钮将会如图“材质按钮.”显示四个面板。 从左到右为:a 预览 面板, a 材质 面板, a 着色器 面板 and a 纹理 面板。 现在我们将会集中在前三个来介绍。

Material Buttons.
Material Buttons.

The Preview panel shows the material preview. By default it shows a plane seen from the top, but it can be set to a sphere or a cube with the buttons on the right of the panel (Material Preview, plane (left) sphere (middle) and cube (right).). 预览面板用来预览材质。它缺省显示一个顶视图的平面,但可以通过面板右边的按钮设为球体或者一个立方体 (“材质预览, 平面(左) 球体(中) 和 立方体 (右).”)。

Material Preview, plane (left) sphere (middle) and cube (right).
Material Preview, plane (left) sphere (middle) and cube (right).

Contents

Material Colors 材质颜色

The Material Panel (Material colors buttons.) allows, among other things, setting of the material colors. 材质 面板 (“材质颜色按钮.”) 除了其他一些东西,允许设置材质的颜色。

Material colors buttons.
Material colors buttons.

Each material can exhibit up to three colors: 每个材质可以展示三种颜色:

  • The basic material color, or the Diffuse color, or, briefly the Color tout court (Col button in the interface) which is the color used by the diffuse shader.材质基础颜色,或者叫漫反射颜色,或者,简称颜色 tout court 在界面上(Col按钮) 该颜色被漫反射着色器使用。
  • The Specular color, indicated by the Spe button in the interface, is the color used by the specular shader.高光颜色, 在界面上显示为Spe 按钮,该颜色被高光着色器使用。
  • The Mirror color, indicated by the Mir button in the interface, is the color used by special textures to fake mirror reflections. (You'll find more information on this in the Environment Mapping section).镜子颜色, 界面上显示为Mir 按钮,该颜色用作特殊的贴图来伪装镜子的倒影。(你将会在环境映射一节中发现更多关于这个主题的信息)。

The aforementioned buttons select the pertinent color, which is shown in preview immediately to the left of each button. The three sliders at the right allow you to change the values for the active color in both a RGB scheme and in a HSV scheme. You can select these schemes via the RGB and HSV buttons at the bottom. The DYN button is used to set the Dynamic properties of the Object in the RealTime engine (which is outside the scope of this book), while the four buttons above relate to advanced Vertex Paint and UV Texture. 前述的按钮选择相关的颜色,可以直接在按钮的左边预览。在右边的三个滑块允许你修改当前颜色RGB和HSV模式下的值。你可以通过在底端的RGBHSV按钮选择这两个模式。 DYN 按钮用来设置物体在实时引擎中的动力学属性(这已经超出了本书的范围),然而上面四个按钮与高级“顶点着色”和UV贴图相关。

The Shaders

着色器

The Shader panel (Material Shader buttons.) displays two MenuButtons allowing you to select one diffuse shader (Material Diffuse shaders.) and one specular shader (Material Specular shaders.). 着色器 面板 (“材质着色器按钮.”) 显示两个菜单按钮允许你选择一个漫反射着色器 (“材质漫反射着色器.”) 和一个高光着色器(“材质镜面反射着色器.”)。

Material Shader buttons.
Material Shader buttons.
Material Diffuse shaders.
Material Diffuse shaders.
Material Specular shaders.
Material Specular shaders.

The two sliders on the side, valid for all shaders, determine the intensity of the Diffusion and Specular phenomena. The Ref slider has a 0 to 1 range whereas the Spec has a 0 to 2 range. Speaking in strictly physical terms, if A is the light energy impinging on the object, Ref times A is the energy diffused and Spec times A is the energy specularly reflected. To be physically correct this must be Ref + Spec < 1 or the object would radiate more energy than it receives. But this is CG, so don't be too strict on physics. 旁边的两个滑块对所有的着色器都有效,确定漫反射和镜面反射现象的强度。Ref滑块有一个0到1的范围而Spec有0到2的限制范围。以严格的物理术语来说, 如果A 代表光撞击到物体上的能量,Ref乘以 A 就是漫反射的能量而Spec 乘以A就是镜面反射光的能量。更加物理学的矫正是这必须是Ref + Spec < 1 否则物体会发射比接收到的更多的能量。但这是计算机图形学,所以不要太局限于物理学。 Depending on the chosen shader other sliders may be present, allowing you to set the various parameters discussed in the introduction. For the sake of completeness, Shader overview. shows all possible combinations. Of course, since there are so many parameters, these are just a small sample. 取决于你选择得着色器,其他滑块可能会显示,允许你设置不同得参数,在介绍中将会讨论。为了追求完整性,“着色器一览.”列举了所有可能的组合,当然参数太多,这里仅仅是一个小的示例。

Shader overview.
Shader overview.

Tweaking Materials

材质调节

The remaining material buttons both in the Material and Shaders panels perform some interesting effects.在材质着色器面板中的其余按钮能做出某些有趣的效果。

Additional material sliders.
Additional material sliders.

Additional material sliders. shows some interesting sliders. Alpha governs the opacity of the material; 1 is fully opaque and 0 is fully transparent. SpecTra forces specularity highlights on transparent bodies to be opaque. Shadeless makes the material insensitive to its shading, giving it a uniformly diffuse color. “其余材质滑块.” 显示了一些有趣的滑块。 Alpha 调节材质的透明度; 1代表完全不透明而0代表完全透明。 SpecTra强制在透明体上的镜面反射高亮区变得不透明。 Shadeless 使得材质不受着色(明暗处理)影响,给它一个均一的漫反射颜色。 In the Shaders panel, the Emit slider gives, if non zero, an emitting property to the material. This property makes material visible even without lights and can be itself a source of light if the Radiosity engine is used. (Regular material (left), material with Alpha < 1 (center) and material with Emit > 0 (right).).着色器面板中, Emit 滑块如果非0则给材质一个自发光属性。这个属性使得材质在即使没有光照的条件下仍然可见并且如果使用了光能辐射引擎它自己就能成为一个光源。 (图 10.13, “常规材质 (左), Alpha < 1 的材质(中) 和Emit > 0的材质 (right).”).

Regular material (left), material with Alpha < 1 (center) and material with Emit > 0 (right).
Regular material (left), material with Alpha < 1 (center) and material with Emit > 0 (right).

The remaining column of buttons (Material special buttons.) activates some special features. Top Halo Button makes the material an 'Halo' material, which will be described later on. By default the Traceable, Shadows and Radio are activated. The first allows the material to cast shadows, while the second allows the material to receive shadows; the third allows the material to be taken into account if a Radiosity rendering is performed. 其余的按钮 (图 10.14, “材质特殊按钮.”) 激活一些特效。 顶上 Halo 按钮使得一个材质成为光晕(光环)材质, 这将会在后面描述。缺省的 Traceable, Shadows 和 Radio 按钮被激活。第一个按钮允许材质投射 阴影;而第二个允许材质接受 阴影;第三个按钮在作光能辐射渲染时允许材质被考虑进去。

Material special buttons.
Material special buttons.

Wire renders the Object as a wireframe. ZTransp is necessary to activate the Alpha transparency effect. Wire 将物体渲染为线框形式。 ZTransp 在启用Alpha透明效果时是必须的。 The other buttons are not used that often and are described in the reference section at the end of the book. 其他的按钮不那么常用,所以在本书末尾参考一节中描述。

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