Manual/PartIII/Special Materials
Wikipedia,自由的百科全书
Blender provides a set of materials which do not obey the shader paradigm and which are applied on a per-vertex rather than on a per-face basis. Blender提供了一套材质,这套材质不符合通常的shader范例,并且是基于点而不是基于面
Halo Materials
光晕材质
Press F5 to display the Material buttons, and then press the Halo button on the Shaders Panel. The Panels change as shown in Halo buttons. 按F5键切换至材质按钮,在shader面板点击Halo按钮,shader面板转换为Halo按钮。
As you can see, the Mesh faces are no longer rendered; instead a 'halo' is rendered at each vertex. This is most useful for particle systems because they generate free vertices, but it can also come in very handy when creating certain special effects, when making an object glow, or when creating a viewable light source. As you can see in the three colors which, in standard material were Diffuse, Specular and Mirror colors are now relative to three different characteristics: the color of the halo itself, the color of any possible ring and the color of any possible line you might want to add with the relevant toggle buttons in Halo buttons. 正如你所见,物体的面不再被渲染,光晕在每个点都被渲染,这对于粒子系统来说是非常有用的,因为粒子系统发射很多自由的点。除此之外在创建特殊效果的时候比如一个发光的物体或者一个可见的光源的时候一样非常有用。如你所见光晕材质用了3种颜色特征Halo颜色,光环色,发散线色替代了标准材质中的漫射色,高光色,反光色。你可以通过按下Halo面板中的相关的按钮来得到你想要的各种效果。
Halo results shows the result of applying a halo material to a single vertex mesh. The halo size, alpha, and hardness can be adjusted with the pertinent sliders in Halo buttons. The Add sliders determine how much the halo colors are 'added to', rather than mixed with, the colors of the objects behind and together with other halos. To set the number of rings, lines, and star points independently, once they are enabled with the relative Toggle Button, use the Num Buttons Rings:, Lines: and Star:. Rings and lines are randomly placed and oriented, to change their pattern you can change the Seed: Num Button which sets the random numbers generator seed. Let's use a halomaterial to create a dotmatrix display. 上面的光晕效果演示了一个单点网格模型的光晕效果,光晕的大小,Alpha,和强度你可以通过Halo面板上的相关的滑块来调整。Add按钮决定了光晕效果的增强程度。当ring,line,star激活时你以通过ring,line,star后面的数字来独立的设置各种效果的数量。使用Seed后面的数字来产生一个随机数来控制rings和lines之间的距离。我们现在用光晕材质来制作一个矩阵效果。
- To begin, add a grid with the dimensions 32x16. Then add a camera and adjust your scene so that you have a nice view of the billboard.
首先我们创建一个32*16的网格,添加一个摄像机调整成一个漂亮的广告牌的效果
- Use a 2D image program to create some red text on a black background, using a simple and bold font. Dot matrix image texture. shows an image 512 pixels wide by 64 pixels high, with some black space at both sides.
使用一张黑底红字的2D贴图,用一个简单的粗体字体,显示一个512像素宽64像素高的四周有黑边的点阵图像。
- Add a material for the billboard, and set it to the type Halo. Set the HaloSize to 0.06 and when you render the scene you should see a grid of white spots.
给广告牌添加一个光晕材质,设置光晕尺寸为0.06,当你渲染得时候你会看见一个白色斑点的网格
- Add a Texture, then change to the Texture Buttons and make it an image texture. When you load your picture and render again you should see some red tinted dots in the grid.
添加一个纹理贴图,进入贴图面板选择图像类型,当你导入图片渲染以后你会发现网格上出现红色的亮点
- Return to the Material Buttons and adjust the sizeX parameter to about 0.5 then render again; the text should now be centered on the Billboard.
返回到材质面板在贴图的input中调整Size X属性到0.5然后再次渲染,贴图现在将处于广告牌的中心
- To remove the white dots, adjust the material color to a dark red and render. You should now have only red dots, but the billboard is still too dark. To fix this enter EditMode for the board and copy all vertices using the SHIFT-D shortcut. Then adjust the brightness with the Add value in the MaterialButtons.
移处白点,调整材质颜色为暗红色渲染。现在将只剩下红色的亮点,但是广告牌仍就太黑,为了解决这个问题,进入编辑模式用SHIFT-D快捷键复制所有点,然后进入材质面板通过调整Add的值调整亮度
You can now animate the texture to move over the billboard, using the ofsX value in the Texture panel of the MaterialButtons. (You could use a higher resolution for the grid, but if you do you will have to adjust the size of the halos by shrinking them, or they will overlap. (Dot Matrix display). 改变材质按钮的纹理面板中的ofsX的值(ft,好多“的”),你现在可以在公告牌上移动材质了(你可以使用高分辨率的栅格,如果你真的这样做,需要调解缩小halo的大小,要不他们会叠加在一起)
| Halo Texturing光晕贴图:
By default, textures are applied to objects with Object coordinates and reflects on the halos by affecting their color, as a whole, on the basis of the color of the vertex originating the halo. To have the texture take effect within the halo, and hence to have it with varying colors or transparencies press the HaloTex button; this will map the whole texture to every halo. This technique proves very useful when you want to create a realistic rain effect using particle systems, or similar. 缺省情况下,纹理按照物体坐标添加到物体,是让纹理改变颜色、透明度,还是让纹理改变halo的颜色、透明度?使用顶点的颜色影响halo。为了让纹理在halo中起作用、改变halo的颜色或透明度,按HaloTex按钮,这将把整个纹理映射到每一个halo。这个技术,当你打算用粒子系统创建真实的下雨效果时很有用 |
Lens Flares
Our eyes have been trained to believe that an image is real if it shows artifacts that result from the mechanical process of photography. Motion blur, Depth of Field, and lens flares are just three examples of these artifacts. The first two are discussed in the chapter_rendering; the latter can be produced with special halos. A simulated lens flare tells the viewer that the image was created with a camera, which makes the viewer think that it is authentic. We create lens flares in Blender from a mesh object using first the Halo button and then the Flare options in the Shaders Panel of the material settings. Try turning on Rings and Lines, but keep the colors for these settings fairly subtle. Play with the Flares: number and Fl.seed: settings until you arrive at something that is pleasing to the eye. You might need to play with FlareBoost: for a stronger effect (Lens Flare settings). (This tool does not simulate the physics of photons travelling through a glass lens; it's just a eye candy.) 如果摄影过程的技术过程产生某些人造的痕迹,我们的眼睛相信这样的照片是真实的,运动模糊,景深和镜头眩光是这些人造景色中的三个.前两个在渲染章节讨论,最后一个在特殊halo中可以产生.一个模拟的镜头眩光告诉观测者这张照片是从相机里产生的,并且让观众认为他是真实可信. 我们在 Blender中 通过在以一个网格物体制造出镜头眩光.在材质设定的shader面板的 halo 按钮上按下 flare 选项.试着将环和射线打开,但颜色保持不变. 使用眩光: Fl.seed 和数量:设置直到看起来比较满意.可能还需要改进FlareBoost:更强的效果(镜头眩光设置).(工具不是物理上准确的表现光子穿过镜头,只是一个视觉假象)
Blender's lens flare looks nice in motion, and disappears when another object occludes the flare mesh. (Lens Flare). Blender的镜头眩光在动画中非常的漂亮,当被别的的物体挡住时会消失。(镜头眩光)
|






